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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 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
275 /* There are some elements we want initialized to non zero value -
276 * we deal with that below this point.
277 */
278 outputs_sync = 16; /* Every 2 seconds */
279 outputs_count = 8; /* Keeps present behaviour */
280 unapply = unapply_nochoice;
281
282 assign (savebed_map, first_map_path); /* Init. respawn position */
283
284 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal;
288 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */
293 do_los = 1;
294
295 /* we need to clear these to -1 and not zero - otherwise,
296 * if a player quits and starts a new character, we wont
297 * send new values to the client, as things like exp start
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302
303 for (int i = 0; i < NROFATTACKS; i++)
304 last_resist[i] = -1;
305
306 last_stats.exp = -1;
307 last_weight = (uint32) - 1;
308}
309
310player::~player ()
311{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
312/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
314 * mode. 352 * mode.
315 */ 353 */
354player *
355player::create ()
356{
357 player *pl = new player;
316 358
317int add_player(NewSocket *ns) { 359 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 360
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; 361 return pl;
340} 362}
341 363
342/* 364/*
343 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 367 * Note: there MUST be at least one player archetype!
346 */ 368 */
369archetype *
347archetype *get_player_archetype(archetype* at) 370get_player_archetype (archetype *at)
348{ 371{
349 archetype *start = at; 372 archetype *start = at;
373
350 for (;;) { 374 for (;;)
375 {
351 if (at==NULL || at->next==NULL) 376 if (at == NULL || at->next == NULL)
352 at=first_archetype; 377 at = first_archetype;
353 else 378 else
354 at=at->next; 379 at = at->next;
380
355 if(at->clone.type==PLAYER) 381 if (at->clone.type == PLAYER)
356 return at; 382 return at;
383
357 if (at == start) { 384 if (at == start)
385 {
358 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 387 exit (-1);
360 } 388 }
361 } 389 }
362} 390}
363 391
364 392object *
365object *get_nearest_player(object *mon) { 393get_nearest_player (object *mon)
394{
366 object *op = NULL; 395 object *op = NULL;
367 player *pl = NULL; 396 player *pl = NULL;
368 objectlink *ol; 397 objectlink *ol;
369 unsigned lastdist; 398 unsigned lastdist;
370 rv_vector rv; 399 rv_vector rv;
371 400
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
402 {
373 /* We should not find free objects on this friendly list, but it 403 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 404 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 405 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 406 * list is also free, so encapsulate this in a while loop.
377 */ 407 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
379 object *tmp=ol->ob; 410 object *tmp = ol->ob;
380 411
381 /* Can't do much more other than log the fact, because the object 412 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 413 * itself will have been cleared.
383 */ 414 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 416 ol = ol->next;
386 remove_friendly_object(tmp); 417 remove_friendly_object (tmp);
387 if (!ol) return op; 418 if (!ol)
388 } 419 return op;
420 }
389 421
390 /* Remove special check for player from this. First, it looks to cause 422 /* 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 423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 424 * 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 425 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 426 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 427 * on_same_map check, as can_detect_enemy also does this
396 */ 428 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 429 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 430 continue;
399 431
400 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
433 {
401 op=ol->ob; 434 op = ol->ob;
402 lastdist=rv.distance; 435 lastdist = rv.distance;
403 } 436 }
404 } 437 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 438 for (pl = first_player; pl != NULL; pl = pl->next)
439 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 440 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
407 442
408 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
409 op=pl->ob; 444 {
410 lastdist=rv.distance; 445 op = pl->ob;
411 } 446 lastdist = rv.distance;
412 } 447 }
448 }
413 } 449 }
414#if 0 450#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 452#endif
417 return op; 453 return op;
418} 454}
419 455
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* 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 457 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 474 * is probably not a good thing.
439 */ 475 */
440#define MAX_SPACES 50 476#define MAX_SPACES 50
441
442 477
443/* 478/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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. 494 * 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, 495 * 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 496 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 497 * is blocking itself.
463 */ 498 */
499int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
465 rv_vector rv; 502 rv_vector rv;
466 sint16 x,y; 503 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
469 506
470 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
471 508
472 if (rv.distance<mindiff) return 0; 509 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; 510 return 0;
725}
726 511
727void confirm_password(object *op) { 512 x = mon->x;
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
518 /* If we can't solve it within the search distance, return now. */
519 if (diff > max)
520 return 0;
521 while (diff > 1 && max > 0)
522 {
523 lastx = x;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
728 528
729 op->contr->write_buf[0]='\0'; 529 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 530 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}
733 531
532 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
534 && (m == mon->map && blocked_link (mon, m, x, y))))
535 {
536 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before.
538 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
540 if (rv.direction != dir)
541 {
542 /* OK - says direction should be different - lets reset the
543 * the values so it will try again.
544 */
545 x = lastx;
546 y = lasty;
547 m = lastmap;
548 dir = firstdir = rv.direction;
549 }
550 else
551 {
552 /* direct path is blocked - try taking a side step to
553 * either the left or right.
554 * Note increase the values in the loop below to be
555 * more than -1/1 respectively will mean the monster takes
556 * bigger detour. Have to be careful about these values getting
557 * too big (3 or maybe 4 or higher) as the monster may just try
558 * stepping back and forth
559 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 {
562 if (i == 0)
563 continue; /* already did this, so skip it */
564 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in
566 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance,
569 * gets blocked, finds that it should move north,
570 * can't do that, but now finds it can move east, and
571 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully
573 * moved.
574 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap;
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584 continue;
585 if (mflags & P_BLOCKSVIEW)
586 continue;
587
588 if (m == mon->map && blocked_link (mon, m, x, y))
589 break;
590 }
591 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path.
593 */
594 if (i == (DETOUR_AMOUNT + 1))
595 return 0;
596 diff--;
597 lastdir = dir;
598 max--;
599 if (!firstdir)
600 firstdir = dir + i;
601 } /* else check alternate directions */
602 } /* if blocked */
603 else
604 {
605 /* we moved towards creature, so diff is less */
606 diff--;
607 max--;
608 lastdir = dir;
609 if (!firstdir)
610 firstdir = dir;
611 }
612 if (diff <= 1)
613 {
614 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance.
616 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
619 }
620 if (diff > max)
621 return 0;
622 }
623 /* If we reached the max, didn't find a direction in time */
624 if (!max)
625 return 0;
626
627 return firstdir;
628}
629
630void
631give_initial_items (object *pl, treasurelist * items)
632{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637
638 for (op = pl->inv; op; op = next)
639 {
640 next = op->below;
641
642 /* Forces get applied per default, unless they have the
643 * flag "neutral" set. Sorry but I can't think of a better way
644 */
645 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
646 SET_FLAG (op, FLAG_APPLIED);
647
648 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions
650 */
651 if (pl->type == PLAYER)
652 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
654 (op->type == ARMOUR || op->type == BOOTS ||
655 op->type == CLOAK || op->type == HELMET ||
656 op->type == SHIELD || op->type == GLOVES ||
657 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
658 {
659 op->destroy ();
660 continue;
661 }
662 }
663
664 /* This really needs to be better - we should really give
665 * a substitute spellbook. The problem is that we don't really
666 * have a good idea what to replace it with (need something like
667 * a first level treasurelist for each skill.)
668 * remove duplicate skills also
669 */
670 if (op->type == SPELLBOOK || op->type == SKILL)
671 {
672 object *tmp;
673
674 for (tmp = op->below; tmp; tmp = tmp->below)
675 if (tmp->type == op->type && tmp->name == op->name)
676 break;
677
678 if (tmp)
679 {
680 op->destroy ();
681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
682 continue;
683 }
684
685 if (op->nrof > 1)
686 op->nrof = 1;
687 }
688
689 if (op->type == SPELLBOOK && op->inv)
690 {
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693
694 /* Give starting characters identified, uncursed, and undamned
695 * items. Just don't identify gold or silver, or it won't be
696 * merged properly.
697 */
698 if (need_identify (op))
699 {
700 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED);
703 }
704 if (op->type == SPELL)
705 {
706 op->destroy ();
707 continue;
708 }
709 else if (op->type == SKILL)
710 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0;
713 op->level = 1;
714 }
715 /* lock all 'normal items by default */
716 else
717 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */
719
720 /* Need to set up the skill pointers */
721 link_player_skills (pl);
722}
723
724void
734void get_party_password(object *op, partylist *party) { 725get_party_password (object *op, partylist *party)
726{
735 if (party == NULL) { 727 if (party == NULL)
728 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 730 return;
738 } 731 }
732
739 op->contr->write_buf[0]='\0'; 733 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 737}
744
745 738
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740static int
747int roll_stat(void) { 741roll_stat (void)
742{
748 int a[4],i,j,k; 743 int a[4], i, j, k;
749 744
750 for(i=0;i<4;i++) 745 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 746 a[i] = (int) RANDOM () % 6 + 1;
752 747
753 for(i=0,j=0,k=7;i<4;i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 749 if (a[i] < k)
755 k=a[i],j=i; 750 k = a[i], j = i;
756 751
757 for(i=0,k=0;i<4;i++) { 752 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 753 if (i != j)
759 k+=a[i]; 754 k += a[i];
760 } 755
761 return k; 756 return k;
762} 757}
763 758
764void roll_stats(object *op) { 759void
765 int sum=0; 760object::roll_stats ()
766 int i = 0, j = 0; 761{
767 int statsort[7]; 762 int statsort [7];
768 763
764 for (;;)
769 do { 765 {
770 op->stats.Str=roll_stat(); 766 int sum = 0;
771 op->stats.Dex=roll_stat(); 767 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 768 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);
781 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
782 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 775 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;
790 776
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]; 777 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
810 784
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; 785 stats.exp = 0;
822 op->stats.ac=0; 786 stats.ac = 0;
823 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
824 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
827 797
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; 798 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 } 799 }
800}
921 801
922#if 0 802void
923 /* So that enter_exit will put us at startx/starty */ 803object::swap_stats (int a, int b)
924 op->x= -1; 804{
805 int tmp = get_attr_value (&contr->orig_stats, a);
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
925 808
926 enter_exit(op,NULL); 809 stats.Str = contr->orig_stats.Str;
927#endif 810 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 811 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 812 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 813 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"); 814 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 815 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;
942 816
943 case 'q': 817 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 818 // be merged with the similar code in roll_stats
945 play_again(op); 819 stats.ac = 0;
946 return 1;
947 820
948 default: 821 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 822 stats.exp = 0;
950 return 0; 823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
951 } 830 {
952 return 0; 831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
953} 837}
954 838
955/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
959 * not the class. 843 * not the class.
960 */ 844 */
961 845int
962int key_change_class(object *op, char key) 846key_change_class (object *op, char key)
963{ 847{
964 int tmp_loop; 848 int tmp_loop;
965 849
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 850 if (key == 'd' || key == 'D')
851 {
972 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
973 853
974 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 855 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 856
857 treasurelist *tl = find_treasurelist ("starting_wealth");
858 if (tl)
859 create_treasure (tl, op, 0, 0, 0);
860
978 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
980 863
981 op->contr->state=ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
982 865
983 if (op->msg) { 866 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 867 op->msg = NULL;
986 }
987 868
988 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
989 * to save here. 870 * to save here.
990 */ 871 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 873 make_path_to_file (buf);
993 874
994#ifdef AUTOSAVE 875#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 876 op->contr->last_save_tick = pticks;
996#endif 877#endif
997 start_info(op); 878 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 880 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 881 link_player_skills (op);
1001 esrv_send_inventory(op, op); 882 esrv_send_inventory (op, op);
1002 fix_player(op); 883 op->update_stats ();
1003 884
1004 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1005 * is one for this race 886 * is one for this race
1006 */ 887 */
1007 if(*first_map_ext_path) { 888 if (*first_map_ext_path)
889 {
1008 object *tmp; 890 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 891 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 892
1012 first_map_ext_path, op->arch->name); 893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 894 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 895 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 896 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 897 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 898 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1019 * default initial map */ 900 * default initial map */
1020 free_object(tmp); 901 tmp->destroy ();
902 }
1021 } else { 903 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 905
906 return 0;
907 }
908
1027 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1029 */ 911 */
1030 912
1031 tmp_loop = 0; 913 tmp_loop = 0;
1032 while(!tmp_loop) { 914 while (!tmp_loop)
1033 const char *name = add_string (op->name); 915 {
916 shstr name = op->name;
1034 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1035 remove_statbonus(op); 918
1036 remove_ob (op); 919 op->remove_statbonus ();
920 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 921 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 922 op->arch->clone.copy_to (op);
1039 op->instantiate (); 923 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 925 op->name = op->name_pl = name;
1042 op->name = name; 926 op->x = x;
1043 free_string(op->name_pl); 927 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 */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 929 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 930 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 931 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 932 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 933 }
934
1056 update_object(op,UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 936 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 937 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 940 op->stats.grace = 0;
941
1062 if (op->msg) 942 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1066} 947}
1067 948
949int
1068int key_confirm_quit(object *op, char key) 950key_confirm_quit (object *op, char key)
1069{ 951{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
1073 op->contr->state=ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 956 return 1;
1076 } 957 }
1077 958
1078 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 960 INVOKE_PLAYER (QUIT, op->contr);
1080 961
1081 terminate_all_pets(op); 962 terminate_all_pets (op);
1082 leave_map(op); 963 leave_map (op);
1083 op->direction=0; 964 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 966
1087 strcpy(op->contr->killer,"quit"); 967 strcpy (op->contr->killer, "quit");
1088 check_score(op); 968 check_score (op);
1089 op->contr->party=NULL; 969 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 970 op->contr->own_title[0] = '\0';
1092 971
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 972 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 973
974 delete ob->contr;
975
1096 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 979 */
980 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1102 next = mp->next; 985 next = mp->next;
986
1103 if (!strncmp(mp->path, buf, strlen(buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 988 delete_map (mp);
1105 } 989 }
1106 990
1107 delete_character(op->name, 1); 991 delete_character (ob->name, 1);
1108 } 992
1109 play_again(op);
1110 return 1; 993 return 1;
1111} 994}
1112 995
996void
1113void flee_player(object *op) { 997flee_player (object *op)
998{
1114 int dir,diff; 999 int dir, diff;
1115 rv_vector rv; 1000 rv_vector rv;
1116 1001
1117 if(op->stats.hp < 0) { 1002 if (op->stats.hp < 0)
1003 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1004 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1006 return;
1121 } 1007 }
1122 1008
1123 if(op->enemy==NULL) { 1009 if (op->enemy == NULL)
1010 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1011 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1013 return;
1127 } 1014 }
1128 1015
1129 /* Seen some crashes here. Since we don't store an 1016 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1017 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1018 * actual enemy, and the object is recycled.
1132 */ 1019 */
1133 if (op->enemy->map == NULL) { 1020 if (op->enemy->map == NULL)
1021 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1023 op->enemy = NULL;
1136 return; 1024 return;
1137 } 1025 }
1138 1026
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1027 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028 {
1140 op->enemy=NULL; 1029 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1031 return;
1143 } 1032 }
1033
1144 get_rangevector(op, op->enemy, &rv, 0); 1034 get_rangevector (op, op->enemy, &rv, 0);
1145 1035
1146 dir=absdir(4+rv.direction); 1036 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1037 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 } 1038 {
1039 int m = 1 - (RANDOM () & 2);
1040
1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1042 return;
1043 }
1044
1154 /* Cornered, get rid of scared */ 1045 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1047 op->enemy = NULL;
1157} 1048}
1158 1049
1159 1050
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1051/* 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 1052 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1053 * stop.
1163 */ 1054 */
1055int
1164int check_pick(object *op) { 1056check_pick (object *op)
1057{
1165 object *tmp, *next; 1058 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1059 int stop = 0;
1168 int j, k, wvratio; 1060 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1061 char putstring[128], tmpstr[16];
1170 1062
1171
1172 /* if you're flying, you cna't pick up anything */ 1063 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1064 if (op->move_type & MOVE_FLYING)
1174 return 1; 1065 return 1;
1175 1066
1176 op_tag = op->count;
1177
1178 next = op->below; 1067 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1068
1182 /* loop while there are items on the floor that are not marked as 1069 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1070 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1071 while (next && !next->destroyed ())
1185 { 1072 {
1186 tmp = next; 1073 tmp = next;
1187 next = tmp->below; 1074 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1075
1191 if (was_destroyed (op, op_tag)) 1076 if (op->destroyed ())
1192 return 0; 1077 return 0;
1193 1078
1194 if ( ! can_pick (op, tmp)) 1079 if (!can_pick (op, tmp))
1195 continue; 1080 continue;
1196 1081
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1083 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1084 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1085 pick_up (op, tmp);
1201 continue; 1086 continue;
1202 } 1087 }
1203 1088
1204 /* high not bit set? We're using the old autopickup model */ 1089 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1090 if (!(op->contr->mode & PU_NEWMODE))
1091 {
1206 switch (op->contr->mode) { 1092 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1093 {
1208 case 1: pick_up (op, tmp); 1094 case 0:
1209 return 1; 1095 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1096 case 1:
1211 return 0; 1097 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1098 return 1;
1213 case 4: pick_up (op, tmp); 1099 case 2:
1214 break; 1100 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1101 return 0;
1216 stop = 1; 1102 case 3:
1217 break; 1103 return 0; /* stop before pickup */
1218 case 6: 1104 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1105 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1106 break;
1221 pick_up(op, tmp); 1107 case 5:
1222 break; 1108 pick_up (op, tmp);
1109 stop = 1;
1110 break;
1111 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1113 pick_up (op, tmp);
1114 break;
1223 1115
1224 case 7: 1116 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1117 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1118 pick_up (op, tmp);
1227 break; 1119 break;
1228 1120
1229 default: 1121 default:
1230 /* use value density */ 1122 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1124 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1125 pick_up (op, tmp);
1234 >= op->contr->mode) 1126 }
1235 pick_up(op,tmp); 1127 }
1236 } 1128 else
1237 } 1129 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1130 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1131 if (op->contr->mode & PU_DEBUG)
1241 { 1132 {
1242 /* some debugging code to figure out item information */ 1133 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1134 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1136 &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)))); 1137 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1139 &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)))); 1140
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 }
1252 1143
1253 sprintf(putstring,"...flags: "); 1144 /* philosophy:
1254 for(k=0;k<4;k++) 1145 * It's easy to grab an item type from a pile, as long as it's
1255 { 1146 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1147 * and selections, select-items should be used. This is a
1257 { 1148 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1149 * example.
1259 { 1150 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1151 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1152 * convert to decimal and then 'pickup <#>
1262 } 1153 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1154
1155 /* the first two modes are exclusive: if NOTHING we return, if
1156 * STOP then we stop. All the rest are applied sequentially,
1157 * meaning if any test passes, the item gets picked up. */
1158
1159 /* if mode is set to pick nothing up, return */
1160
1161 if (op->contr->mode & PU_NOTHING)
1162 return 1;
1163
1164 /* if mode is set to stop when encountering objects, return */
1165 /* take STOP before INHIBIT since it doesn't actually pick
1166 * anything up */
1167
1168 if (op->contr->mode & PU_STOP)
1169 return 0;
1170
1171 /* useful for going into stores and not losing your settings... */
1172 /* and for battles wher you don't want to get loaded down while
1173 * fighting */
1174 if (op->contr->mode & PU_INHIBIT)
1175 return 1;
1176
1177 /* prevent us from turning into auto-thieves :) */
1178 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179 continue;
1180
1181 /* ignore known cursed objects */
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1183 continue;
1184
1185 /* all food and drink if desired */
1186 /* question: don't pick up known-poisonous stuff? */
1187 if (op->contr->mode & PU_FOOD)
1188 if (tmp->type == FOOD)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_DRINK)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_POTION)
1202 if (tmp->type == POTION)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL)
1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_VALUABLES)
1247 {
1248 if (tmp->type == MONEY || tmp->type == GEM)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253 }
1254
1255 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON)
1339 {
1340 if (tmp->type == WEAPON && tmp->name != NULL)
1341 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348 }
1349
1350 if (tmp->type == WEAPON && tmp->name == NULL)
1351 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358 }
1359
1360 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */
1370 if (op->contr->mode & PU_RATIO)
1371 {
1372 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 {
1379 pick_up (op, tmp);
1267#if 0 1380#if 0
1268 /* print the flags too */ 1381 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1382 if (tmp->name != NULL)
1270 { 1383 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1384 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1385 }
1273 { 1386 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1387 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1388 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1389 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1390#endif
1391 continue;
1392 }
1393 }
1394 } /* the new pickup model */
1280 } 1395 }
1281 /* philosophy:
1282 * 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
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * 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
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1396
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 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; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 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; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=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 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1397 return !stop;
1444} 1398}
1445 1399
1446/* 1400/*
1447 * Find an arrow in the inventory and after that 1401 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1402 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1403 * found object is returned.
1450 */ 1404 */
1405object *
1451object *find_arrow(object *op, const char *type) 1406find_arrow (object *op, const char *type)
1452{ 1407{
1453 object *tmp = NULL; 1408 object *tmp = NULL;
1454 1409
1455 for(op=op->inv; op; op=op->below) 1410 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1411 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); 1412 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1413 else if (op->type == ARROW && op->race == type)
1460 return op; 1414 return op;
1461 return tmp; 1415 return tmp;
1462} 1416}
1463 1417
1464/* 1418/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1419 * 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 1420 * 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 1421 * 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. 1422 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1423 */
1470 1424
1425object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1426find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1427{
1473 object *tmp = NULL, *arrow, *ntmp; 1428 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1429 int attacknum, attacktype, betterby = 0, i;
1475 1430
1476 if (!type) 1431 if (!type)
1477 return NULL; 1432 return NULL;
1478 1433
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1434 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1435 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1436 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1437 {
1438 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1439 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1440 if (i > betterby)
1485 tmp = ntmp; 1441 {
1486 betterby = i; 1442 tmp = ntmp;
1487 } 1443 betterby = i;
1444 }
1445 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1446 else if (arrow->type == ARROW && arrow->race == type)
1447 {
1489 /* allways prefer assasination/slaying */ 1448 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1450 {
1492 if (arrow->attacktype & AT_DEATH) { 1451 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1452 {
1494 return arrow; 1453 *better = 100;
1495 } else { 1454 return arrow;
1496 tmp = arrow; 1455 }
1456 else
1457 {
1458 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1459 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1460 }
1499 } else { 1461 }
1462 else
1463 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 {
1501 attacktype = 1<<attacknum; 1466 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1467 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) { 1468 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1469 {
1470 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1471 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1472 }
1507 } 1473 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1475 {
1476 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1477 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1478 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1479 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1480 {
1481 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1482 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1483 }
1484 }
1485 }
1516 } 1486 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1487 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1488 return find_arrow (op, type);
1521 1489
1522 *better = betterby; 1490 *better = betterby;
1523 return tmp; 1491 return tmp;
1524} 1492}
1525 1493
1526/* looks in a given direction, finds the first valid target, and calls 1494/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1495 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1496 * op = the shooter
1529 * type = bow->race 1497 * type = bow->race
1530 * dir = fire direction 1498 * dir = fire direction
1531 */ 1499 */
1532 1500
1501object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1502pick_arrow_target (object *op, const char *type, int dir)
1534{ 1503{
1535 object *tmp = NULL; 1504 object *tmp = NULL;
1536 mapstruct *m; 1505 maptile *m;
1537 int i, mflags, found, number; 1506 int i, mflags, found, number;
1538 sint16 x, y; 1507 sint16 x, y;
1539 1508
1540 if (op->map == NULL) 1509 if (op->map == NULL)
1541 return find_arrow(op, type); 1510 return find_arrow (op, type);
1542 1511
1543 /* do a dex check */ 1512 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1513 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))) 1514 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1515 return find_arrow (op, type);
1547 1516
1548 m = op->map; 1517 m = op->map;
1549 x = op->x; 1518 x = op->x;
1550 y = op->y; 1519 y = op->y;
1551 1520
1552 /* find the first target */ 1521 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1522 for (i = 0, found = 0; i < 20; i++)
1523 {
1554 x += freearr_x[dir]; 1524 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1525 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1526 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1527 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528 {
1558 tmp = NULL; 1529 tmp = NULL;
1559 break; 1530 break;
1531 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1532 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1533 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1534 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1535 * perhaps a bad assumption.
1563 */ 1536 */
1564 tmp = NULL; 1537 tmp = NULL;
1565 break; 1538 break;
1566 } 1539 }
1567 if (mflags & P_IS_ALIVE) { 1540 if (mflags & P_IS_ALIVE)
1541 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1542 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1544 {
1571 break; 1545 found++;
1572 } 1546 break;
1547 }
1573 if (found) 1548 if (found)
1574 break; 1549 break;
1575 } 1550 }
1576 } 1551 }
1577 if (tmp == NULL) 1552 if (tmp == NULL)
1578 return find_arrow(op, type); 1553 return find_arrow (op, type);
1579 1554
1580 if (tmp->head) 1555 if (tmp->head)
1581 tmp = tmp->head; 1556 tmp = tmp->head;
1582 1557
1583 return find_better_arrow(op, tmp, type, &i); 1558 return find_better_arrow (op, tmp, type, &i);
1584} 1559}
1585 1560
1586/* 1561/*
1587 * Creature fires a bow - op can be monster or player. Returns 1562 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1563 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1566 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1567 * 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 1568 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1569 * player fire modes.
1595 */ 1570 */
1571int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1573{
1599 object *left, *bow; 1574 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1575 int bowspeed, mflags;
1602 mapstruct *m; 1576 maptile *m;
1603 1577
1604 if (!dir) { 1578 if (!dir)
1579 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1581 return 0;
1607 } 1582 }
1583
1608 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1610 else { 1586 else
1587 {
1611 for(bow=op->inv; bow; bow=bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1589 /* 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. 1590 * don't need to switch back and forth between bows and weapons.
1614 */ 1591 */
1615 if(bow->type==BOW) 1592 if (bow->type == BOW)
1616 break; 1593 break;
1617 1594
1618 if (!bow) { 1595 if (!bow)
1596 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1598 return 0;
1621 } 1599 }
1622 } 1600 }
1601
1623 if( !bow->race || !bow->skill) { 1602 if (!bow->race || !bow->skill)
1603 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1605 return 0;
1626 } 1606 }
1627 1607
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1609
1630 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1633 if (bowspeed < 1) 1614 if (bowspeed < 1)
1634 bowspeed = 1; 1615 bowspeed = 1;
1635 1616
1636 if (arrow == NULL) { 1617 if (arrow == NULL)
1618 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1619 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 {
1638 if (op->type == PLAYER) 1621 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1622 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 */ 1623 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1624 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1626 return 0;
1645 } 1627 }
1646 } 1628 }
1629
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1631 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1632 return 0;
1650 } 1633
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1635 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1637 return 0;
1654 } 1638 }
1655 1639
1656 /* this should not happen, but sometimes does */ 1640 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1641 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1642 {
1643 arrow->destroy ();
1644 return 0;
1645 }
1662 1646
1663 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1649 if (!arrow)
1650 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1652 return 0;
1669 return 0;
1670 } 1653 }
1671 set_owner(arrow, op); 1654
1672 if (arrow->skill) free_string(arrow->skill); 1655 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1656 arrow->skill = bow->skill;
1674 1657
1675 arrow->direction=dir; 1658 arrow->direction = dir;
1676 arrow->x = sx; 1659 arrow->x = sx;
1677 arrow->y = sy; 1660 arrow->y = sy;
1678 1661
1679 if (op->type == PLAYER) { 1662 if (op->type == PLAYER)
1663 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1665 op->update_stats ();
1682 } 1666 }
1683 1667
1684 SET_ANIMATION(arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1671 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1672 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1673 arrow->spellarg = strdup (arrow->slaying);
1690 1674
1691 /* Note that this was different for monsters - they got their level 1675 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1676 * added to the damage. I think the strength bonus is more proper.
1693 */ 1677 */
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 1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1699 /* update the speed */ 1681 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1683 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 1684
1705 if (arrow->speed < 1.0) 1685 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1686 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1687 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1688 arrow->speed_left = 0;
1709 1689
1710 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1691 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1694 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 1695
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1697 }
1698 else
1699 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1700 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; 1701 arrow->level = op->level;
1722 } 1702 }
1703
1723 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1706
1725 if (bow->slaying != NULL) 1707 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1708 arrow->slaying = bow->slaying;
1727 1709
1728 arrow->map = m; 1710 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1713
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1714 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); 1715 insert_ob_in_map (arrow, m, op, 0);
1735 1716
1736 if (!was_destroyed(arrow, tag)) 1717 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1718 move_arrow (arrow);
1738 1719
1739 if (op->type == PLAYER) { 1720 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1721 {
1722 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1723 esrv_del_item (op->contr, left->count);
1742 else 1724 else
1743 esrv_send_item(op, left); 1725 esrv_send_item (op, left);
1744 } 1726 }
1727
1745 return 1; 1728 return 1;
1746} 1729}
1747 1730
1748/* Special fire code for players - this takes into 1731/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1732 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1733 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1734 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1735 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1736 * hence the function name.
1754 */ 1737 */
1738int
1755int player_fire_bow(object *op, int dir) 1739player_fire_bow (object *op, int dir)
1756{ 1740{
1757 int ret=0, wcmod=0; 1741 int ret = 0, wcmod = 0;
1758 1742
1759 if (op->contr->bowtype == bow_bestarrow) { 1743 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1744 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1745 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); 1746 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1750 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1752 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1753 else if (op->contr->bowtype == bow_threewide)
1754 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 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)]); 1756 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)]); 1757 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1758 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1759 else if (op->contr->bowtype == bow_spreadshot)
1760 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1761 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); 1762 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); 1763 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1764
1777 } else { 1765 }
1766 else
1767 {
1778 /* Simple case */ 1768 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1770 }
1781 return ret; 1771 return ret;
1782} 1772}
1783 1773
1784 1774
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1775/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1776 * Broken apart from 'fire' to keep it more readable.
1787 */ 1777 */
1778void
1788void fire_misc_object(object *op, int dir) 1779fire_misc_object (object *op, int dir)
1789{ 1780{
1790 object *item; 1781 object *item;
1791 1782
1792 if (!op->contr->ranges[range_misc]) { 1783 if (!op->contr->ranges[range_misc])
1784 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1785 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1786 return;
1795 } 1787 }
1796 1788
1797 item = op->contr->ranges[range_misc]; 1789 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1790 if (!item->inv)
1791 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1792 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1793 return;
1801 } 1794 }
1802 if (item->type == WAND) { 1795 if (item->type == WAND)
1796 {
1803 if(item->stats.food<=0) { 1797 if (item->stats.food <= 0)
1798 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1801 return;
1807 } 1802 }
1803 }
1808 } else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1805 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1806 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1807 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1809 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1810 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)); 1811 else
1814 else 1812 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; 1813 return;
1818 } 1814 }
1819 } 1815 }
1820 1816
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1817 if (cast_spell (op, item, dir, item->inv, NULL))
1818 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1819 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1824 if (!(--item->stats.food)) { 1822 if (!(--item->stats.food))
1825 object *tmp; 1823 {
1826 if (item->arch) { 1824 object *tmp;
1825
1826 if (item->arch)
1827 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
1829 item->speed = 0; 1830 item->speed = 0;
1830 update_ob_speed(item); 1831 update_ob_speed (item);
1831 } 1832 }
1832 if ((tmp=is_player_inv(item))) 1833 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1835 }
1835 } 1836 }
1836 else if (item->type == ROD || item->type==HORN) { 1837 else if (item->type == ROD || item->type == HORN)
1838 {
1837 drain_rod_charge(item); 1839 drain_rod_charge (item);
1838 } 1840 }
1839 } 1841 }
1840} 1842}
1841 1843
1842/* Received a fire command for the player - go and do it. 1844/* Received a fire command for the player - go and do it.
1843 */ 1845 */
1846void
1844void fire(object *op,int dir) { 1847fire (object *op, int dir)
1848{
1845 int spellcost=0; 1849 int spellcost = 0;
1846 1850
1847 /* check for loss of invisiblity/hide */ 1851 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1852 if (action_makes_visible (op))
1853 make_visible (op);
1849 1854
1850 switch(op->contr->shoottype) { 1855 switch (op->contr->shoottype)
1856 {
1851 case range_none: 1857 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; 1858 return;
1888 default: 1859
1860 case range_bow:
1861 player_fire_bow (op, dir);
1862 return;
1863
1864 case range_magic: /* Casting spells */
1865 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1866 return;
1867
1868 case range_misc:
1869 fire_misc_object (op, dir);
1870 return;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1896 return;
1891 } 1897 }
1892} 1898}
1893 1899
1894 1900
1895 1901
1902 * inv is the objects inventory to searched 1908 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1909 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1910 * This function can be called recursively to search containers.
1905 */ 1911 */
1906 1912
1913object *
1907object * find_key(object *pl, object *container, object *door) 1914find_key (object *pl, object *container, object *door)
1908{ 1915{
1909 object *tmp,*key; 1916 object *tmp, *key;
1910 1917
1911 /* Should not happen, but sanity checking is never bad */ 1918 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1919 if (container->inv == NULL)
1920 return NULL;
1913 1921
1914 /* First, lets try to find a key in the top level inventory */ 1922 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1924 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1925 if (door->type == DOOR && tmp->type == KEY)
1926 break;
1917 /* For sanity, we should really check door type, but other stuff 1927 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1928 * (like containers) can be locked with special keys
1919 */ 1929 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1931 break;
1922 } 1932 }
1923 /* No key found - lets search inventories now */ 1933 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1934 /* 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 1935 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1936 * a key, return
1927 */ 1937 */
1928 if (!tmp) { 1938 if (!tmp)
1939 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1941 {
1930 /* No reason to search empty containers */ 1942 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1943 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1944 {
1945 if ((key = find_key (pl, tmp, door)) != NULL)
1946 return key;
1947 }
1948 }
1949 if (!tmp)
1950 return NULL;
1933 } 1951 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1952 /* 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 1953 * see if we actually want to use it
1939 */ 1954 */
1940 if (pl!=container) { 1955 if (pl != container)
1956 {
1941 /* Only let players use keys in containers */ 1957 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1958 if (!pl->contr)
1959 return NULL;
1943 /* cases where this fails: 1960 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1961 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1962 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1963 * If the container is not active, return now since only active
1947 * containers can be used. 1964 * containers can be used.
1948 * If we only search keyrings and the container does not have 1965 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1966 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1967 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1968 * inv must have been an container and must have been active.
1952 * 1969 *
1953 * Change the color so that the message doesn't disappear with 1970 * Change the color so that the message doesn't disappear with
1954 * all the others. 1971 * all the others.
1955 */ 1972 */
1956 if (pl->contr->usekeys == key_inventory || 1973 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1974 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1975 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1976 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1978 "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; 1979 return NULL;
1965 } 1980 }
1966 } 1981 }
1967 return tmp; 1982 return tmp;
1968} 1983}
1969 1984
1970/* moved door processing out of move_player_attack. 1985/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1986 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1987 * such that the caller should not do anything more,
1973 * 0 otherwise 1988 * 0 otherwise
1974 */ 1989 */
1990static int
1975static int player_attack_door(object *op, object *door) 1991player_attack_door (object *op, object *door)
1976{ 1992{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* 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 - 1994 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
1981 */ 1996 */
1982 object *key=find_key(op, op, door); 1997 object *key = find_key (op, op, door);
1983 1998
1984 /* IF we found a key, do some extra work */ 1999 /* IF we found a key, do some extra work */
1985 if (key) { 2000 if (key)
2001 {
1986 object *container=key->env; 2002 object *container = key->env;
1987 2003
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2005 if (action_makes_visible (op))
2006 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2009 if (door->type == DOOR)
2010 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2011 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2012 }
1994 else if(door->type==LOCKED_DOOR) { 2013 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2014 {
1996 "You open the door with the %s", query_short_name(key)); 2015 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 ;-) */ 2016 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2017 }
1999 /* Do this after we print the message */ 2018 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2019 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2020 /* Need to update the weight the container the key was in */
2002 if (container != op) 2021 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2022 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2023 return 1; /* Nothing more to do below */
2024 }
2005 } else if (door->type==LOCKED_DOOR) { 2025 else if (door->type == LOCKED_DOOR)
2026 {
2006 /* Might as well return now - no other way to open this */ 2027 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2029 return 1;
2009 } 2030 }
2010 return 0; 2031 return 0;
2011} 2032}
2012 2033
2013/* This function is just part of a breakup from move_player. 2034/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2018 */ 2039 */
2019 2040void
2020void move_player_attack(object *op, int dir) 2041move_player_attack (object *op, int dir)
2021{ 2042{
2022 object *tmp, *mon, *tpl; 2043 object *tmp, *mon;
2023 sint16 nx, ny; 2044 sint16 nx, ny;
2024 int on_battleground; 2045 int on_battleground;
2025 mapstruct *m; 2046 maptile *m;
2026 2047
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2048 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2049 ny = freearr_y[dir] + op->y;
2031 2050
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2033 2052
2034 /* If braced, or can't move to the square, and it is not out of the 2053 /* 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 2054 * 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 2055 * 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 2056 * 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 2057 * 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 2058 * 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 2059 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2060 * move_ob uses.
2042 */ 2061 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2063 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2064 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2066 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2067 if (!m)
2047 } 2068 return; /* Don't think this should happen */
2048 else m =tpl->map; 2069 }
2049 2070 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2071 m = op->map;
2072
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2076 return;
2053 } 2077 }
2054 2078
2055 mon = NULL; 2079 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2080 /* 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. 2081 * 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 2082 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2083 * on the space
2060 */ 2084 */
2061 while (tmp!=NULL) { 2085 while (tmp)
2086 {
2062 if (tmp == op) { 2087 if (tmp == op)
2063 tmp=tmp->above; 2088 {
2064 continue; 2089 tmp = tmp->above;
2065 } 2090 continue;
2091 }
2092
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2094 {
2068 break; 2095 mon = tmp;
2069 } 2096 break;
2097 }
2098
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2100 mon = tmp;
2101
2072 tmp=tmp->above; 2102 tmp = tmp->above;
2073 } 2103 }
2074 2104
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2105 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2106 return; /* into a wall */
2077 2107
2078 if(mon->head != NULL) 2108 if (mon->head)
2079 mon = mon->head; 2109 mon = mon->head;
2080 2110
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2112 if (player_attack_door (op, mon))
2113 return;
2083 2114
2084 /* The following deals with possibly attacking peaceful 2115 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2116 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2117 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2118 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2119 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2120 * and thus will not push them.
2090 */ 2121 */
2091 2122
2092 /* If the creature is a pet, push it even if the player is not 2123 /* 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 2124 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2125 * player owns it and it is either friendly or unagressive.
2095 */ 2126 */
2096 if ((op->type==PLAYER) 2127 if ((op->type == PLAYER)
2097#if COZY_SERVER 2128#if COZY_SERVER
2098 && 2129 &&
2099 ( 2130 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2132#else
2105 && get_owner(mon)==op 2133 && mon->owner == op
2106#endif 2134#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2136 {
2109 /* If we're braced, we don't want to switch places with it */ 2137 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2138 if (op->contr->braced)
2139 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2141 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2114 return; 2144 return;
2115 } 2145 }
2116 2146
2117 /* in certain circumstances, you shouldn't attack friendly 2147 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2148 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2149 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2150 * attack them either.
2121 */ 2151 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2154#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2155 (op->contr->peaceful
2156 || (mon->type == PLAYER
2157 && mon->contr->
2158 peaceful)) &&
2127#else 2159#else
2128 op->contr->peaceful && 2160 op->contr->peaceful &&
2129#endif 2161#endif
2130 !on_battleground 2162 !on_battleground))
2163 {
2164 if (!op->contr->braced)
2131 )) { 2165 {
2132 if (!op->contr->braced) {
2133 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);
2134 (void) push_ob(mon,dir,op); 2167 (void) push_ob (mon, dir, op);
2135 } else { 2168 }
2169 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2170 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2171
2172 if (op->contr->tmp_invis || op->hide)
2173 make_visible (op);
2174 }
2175
2141 /* If the object is a boulder or other rollable object, then 2176 /* 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. 2177 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2178 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2179 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2180 {
2145 recursive_roll(mon,dir,op); 2181 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2182 if (action_makes_visible (op))
2147 } 2183 make_visible (op);
2184 }
2148 2185
2149 /* Any generic living creature. Including things like doors. 2186 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2187 * 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: 2188 * 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 2189 * 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. 2190 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2191 */
2155 2192
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2195 {
2159 2196
2160 /* If the player hasn't hit something this tick, and does 2197 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2198 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2199 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2200 * incurred a 1 tick offset.
2164 */ 2201 */
2165 if (!op->contr->has_hit) { 2202 if (!op->contr->has_hit)
2203 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2204 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2205
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2207 }
2170 2208
2171 skill_attack(mon, op, 0, NULL, NULL); 2209 skill_attack (mon, op, 0, 0, 0);
2172 2210
2173 /* If attacking another player, that player gets automatic 2211 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2212 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2213 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2214 * the wiz.
2177 */ 2215 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2216 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)) { 2217 {
2180 short luck = mon->stats.luck; 2218 short luck = mon->stats.luck;
2219
2181 mon->contr->has_hit = 1; 2220 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2221 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2222 mon->stats.luck = luck;
2184 } 2223 }
2185 if(action_makes_visible(op)) make_visible(op); 2224
2186 } 2225 if (action_makes_visible (op))
2226 make_visible (op);
2227 }
2187 } /* if player should attack something */ 2228 } /* if player should attack something */
2188} 2229}
2189 2230
2231int
2190int move_player(object *op,int dir) { 2232move_player (object *op, int dir)
2233{
2191 int pick; 2234 int pick;
2192 object *transport = op->contr->transport;
2193 2235
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2236 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; 2237 return 0;
2238
2239 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9))
2241 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0;
2244 }
2245
2246 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2249
2250 op->facing = dir;
2251
2252 if (op->hide)
2253 do_hidden_move (op);
2254
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ;
2257 else if (op->contr->fire_on)
2258 fire (op, dir);
2259 else
2260 {
2261 move_player_attack (op, dir);
2262 pick = check_pick (op);
2263 }
2264
2265 /* Add special check for newcs players and fire on - this way, the
2266 * server can handle repeat firing.
2267 */
2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2269 op->direction = dir;
2270 else
2271 op->direction = 0;
2272
2273 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities
2275 * for players.
2276 */
2277 animate_object (op, op->facing);
2278 return 0;
2256} 2279}
2257 2280
2258/* This is similar to handle_player, below, but is only used by the 2281/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2282 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2283 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2284 * the new speed values for commands.
2262 * 2285 *
2263 * Returns true if there are more actions we can do. 2286 * Returns true if there are more actions we can do.
2264 */ 2287 */
2288int
2265int handle_newcs_player(object *op) 2289handle_newcs_player (object *op)
2266{ 2290{
2267 if (op->contr->hidden) { 2291 if (op->contr->hidden)
2292 {
2268 op->invisible = 1000; 2293 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2294 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2295 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2296 * alternate it here for it to work correctly.
2272 */ 2297 */
2273 if (pticks & 2) op->invisible--; 2298 if (pticks & 2)
2299 op->invisible--;
2274 } 2300 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2276 op->invisible--; 2303 op->invisible--;
2277 if(!op->invisible) { 2304 if (!op->invisible)
2305 {
2278 make_visible(op); 2306 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2308 }
2281 } 2309 }
2282 2310
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2311 if (QUERY_FLAG (op, FLAG_SCARED))
2312 {
2284 flee_player(op); 2313 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2314 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 {
2287 op->speed_left--; 2317 op->speed_left--;
2288 return 0; 2318 return 0;
2289 } 2319 }
2290 } 2320 }
2291 2321
2292 /* I've been seeing crashes where the golem has been destroyed, but 2322 /* 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 2323 * 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 2324 * 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. 2325 * put this in a a workaround to clean up the golem pointer.
2296 */ 2326 */
2297 if (op->contr->ranges[range_golem] && 2327 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; 2328 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2329
2304 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2332 * called, so we recheck it here.
2307 */ 2333 */
2308 HandleClient(&op->contr->socket, op->contr); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2335 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 } 2336 ;
2337
2338 if (op->speed_left < 0)
2323 return 0; 2339 return 0;
2324}
2325 2340
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356
2357 return 0;
2358}
2359
2360int
2326int save_life(object *op) { 2361save_life (object *op)
2327 object *tmp; 2362{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2363 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; 2364 return 0;
2365
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374
2375 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377
2378 if (op->stats.hp < 0)
2379 op->stats.hp = op->stats.maxhp;
2380
2381 if (op->stats.food < 0)
2382 op->stats.food = 999;
2383
2384 op->update_stats ();
2385 return 1;
2386 }
2387
2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2390 enter_player_savebed (op); /* bring him home. */
2391 return 0;
2354} 2392}
2355 2393
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2394/* 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 2395 * 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 2396 * function will descend into containers. op is the object to start the search
2359 * from. 2397 * from.
2360 */ 2398 */
2399void
2361void remove_unpaid_objects(object *op, object *env) 2400remove_unpaid_objects (object *op, object *env)
2362{ 2401{
2363 object *next; 2402 object *next;
2364 2403
2365 while (op) { 2404 while (op)
2405 {
2366 next=op->below; /* Make sure we have a good value, in case 2406 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2407 * we remove object 'op'
2368 */ 2408 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2410 {
2411 op->remove ();
2371 op->x = env->x; 2412 op->x = env->x;
2372 op->y = env->y; 2413 op->y = env->y;
2373 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2416 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2417 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2418 else if (op->inv)
2378 op=next; 2419 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2420
2421 op = next;
2422 }
2423}
2382 2424
2383/* 2425/*
2384 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2429 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2430 * but there isn't one in the server directory.
2389 */ 2431 */
2432char *
2390char *gravestone_text (object *op) 2433gravestone_text (object *op)
2391{ 2434{
2392 static char buf2[MAX_BUF]; 2435 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2436 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2437 time_t now = time (NULL);
2395 2438
2396 strcpy (buf2, " R.I.P.\n\n"); 2439 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2440 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2442 else
2400 sprintf (buf, "%s\n", op->name); 2443 sprintf (buf, "%s\n", &op->name);
2444
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2446 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2447 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2449 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2453 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2454 if (op->type == PLAYER)
2455 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2458 strcat (buf2, buf);
2413 } 2459 }
2460
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2463 strcat (buf2, buf);
2464
2417 return buf2; 2465 return buf2;
2418} 2466}
2419 2467
2420 2468void
2421
2422void do_some_living(object *op) { 2469do_some_living (object *op)
2470{
2423 int last_food=op->stats.food; 2471 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2472 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2473 int over_hp, over_sp, over_grace;
2426 int i; 2474 int i;
2427 int rate_hp = 1200; 2475 int rate_hp = 1200;
2428 int rate_sp = 2500; 2476 int rate_sp = 2500;
2429 int rate_grace = 2000; 2477 int rate_grace = 2000;
2430 const int max_hp = 1; 2478 const int max_hp = 1;
2431 const int max_sp = 1; 2479 const int max_sp = 1;
2432 const int max_grace = 1; 2480 const int max_grace = 1;
2433 2481
2434 if (op->contr->outputs_sync) { 2482 if (op->contr->outputs_sync)
2483 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2487 }
2440 2488
2441 if(op->contr->state==ST_PLAYING) { 2489 if (op->contr->ns->state == ST_PLAYING)
2442 2490 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2493 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2495 else
2496 {
2448 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2499 }
2500
2451 if(op->contr->gen_sp >= 0 ) 2501 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2503 else
2504 {
2454 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2507 }
2508
2457 if(op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2511 else
2512 {
2460 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2515 }
2463 2516
2464 /* Regenerate Spell Points */ 2517 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2520 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) { 2521 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2522 {
2523 op->stats.sp++;
2469 /* dms do not consume food */ 2524 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2526 {
2527 op->stats.food--;
2472 if(op->contr->digestion<0) 2528 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2530 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; 2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2557 }
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 2558
2498 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2561 if (--op->last_grace < 0)
2562 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2565
2566 if (max_grace > 1)
2567 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2569 if (over_grace > 0)
2506 op->stats.sp += over_grace 2570 {
2571 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; 2572 + (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; 2573 op->last_grace = 0;
2509 } else { 2574 }
2575 else
2576 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2577 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2578 }
2512 } else { 2579 }
2580 else
2581 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2583 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2584 /* wearing stuff doesn't detract from grace generation. */
2516 } 2585 }
2517 2586
2518 /* Regenerate Hit Points */ 2587 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2588 if (--op->last_heal < 0)
2589 {
2520 if(op->stats.hp<op->stats.maxhp) { 2590 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2591 {
2592 op->stats.hp++;
2522 /* dms do not consume food */ 2593 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2595 {
2596 op->stats.food--;
2525 if(op->contr->digestion<0) 2597 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2599 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; 2600 op->stats.food = last_food;
2601 }
2602 }
2603
2604 if (max_hp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2610 op->last_heal = 0;
2611 }
2612 else
2613 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2615 }
2616 }
2617 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 }
2530 } 2621 }
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 2622
2546 /* Digestion */ 2623 /* Digestion */
2547 if(--op->last_eat<0) { 2624 if (--op->last_eat < 0)
2625 {
2548#ifdef COZY_SERVER 2626#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2629#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2630 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 2631#endif
2556 2632
2557 if(op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2635 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2561 /* dms do not consume food */ 2638 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2640 op->stats.food--;
2564 } 2641 }
2565 2642
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2644 {
2645 object *tmp, *flesh = 0;
2568 2646
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2648 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2650 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2654 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2656 break;
2576 } 2657 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2658 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2659 flesh = tmp;
2579 } /* end of for loop */ 2660 } /* End if paid for object */
2661 } /* end of for loop */
2662
2580 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2664 * eat flesh instead.
2582 */ 2665 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2669 manual_apply (op, flesh, 0);
2586 } 2670 }
2587 } /* end if player is starving */ 2671 }
2588 2672
2589 while(op->stats.food<0&&op->stats.hp>0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2591 2675
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2677 kill_player (op);
2678 }
2594} 2679}
2595
2596
2597 2680
2598/* If the player should die (lack of hp, food, etc), we call this. 2681/* 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 2682 * 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 2683 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2684 * file.
2602 */ 2685 */
2686void
2603void kill_player(object *op) 2687kill_player (object *op)
2604{ 2688{
2605 char buf[MAX_BUF]; 2689 char buf[MAX_BUF];
2606 int x,y,i; 2690 int x, y;
2691
2692 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2693 maptile *map; /* this is for resurrection */
2694
2608 int z; 2695 /* int z;
2609 int num_stats_lose; 2696 int num_stats_lose;
2610 int lost_a_stat; 2697 int lost_a_stat;
2611 int lose_this_stat; 2698 int lose_this_stat;
2612 int this_stat; 2699 int this_stat; */
2613 int will_kill_again; 2700 int will_kill_again;
2614 archetype *at; 2701 archetype *at;
2615 object *tmp; 2702 object *tmp;
2616 2703
2617 if(save_life(op)) 2704 if (save_life (op))
2618 return; 2705 return;
2619 2706
2620 2707
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2708 /* 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. 2709 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2710 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2711 */
2625 if (op_on_battleground(op, &x, &y)) { 2712 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2713 {
2627 "You have been defeated in combat!"); 2714 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, 2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2716
2630
2631 /* restore player */ 2717 /* restore player */
2632 at = find_archetype("poisoning"); 2718 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2719 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2720 if (tmp)
2635 remove_ob(tmp); 2721 {
2636 free_object(tmp); 2722 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2724 }
2639 2725
2640 at = find_archetype("confusion"); 2726 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2727 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2728 if (tmp)
2643 remove_ob(tmp); 2729 {
2644 free_object(tmp); 2730 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2732 }
2647 2733
2648 cure_disease(op,0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2736 if (op->stats.food <= 0)
2651 2737 op->stats.food = 999;
2738
2652 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2740 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2741 if (tmp != NULL)
2655 { 2742 {
2656 sprintf(buf,"%s's finger",op->name); 2743 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2744 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2745 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2746 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2748 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2749 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2750 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2751 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2752 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2753 }
2754
2669 /* teleport defeated player to new destination*/ 2755 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2756 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2757 op->contr->braced = 0;
2672 return; 2758 return;
2673 } 2759 }
2674 2760
2675 INVOKE_PLAYER (DEATH, op->contr); 2761 INVOKE_PLAYER (DEATH, op->contr);
2676 2762
2677 command_kill_pets (op, 0); 2763 command_kill_pets (op, 0);
2678 2764
2679 if(op->stats.food<0) { 2765 if (op->stats.food < 0)
2766 {
2680 if (op->contr->explore) { 2767 if (op->contr->explore)
2768 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2769 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..."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2771 op->stats.food = 999;
2684 return; 2772 return;
2685 } 2773 }
2686 sprintf(buf,"%s starved to death.",op->name); 2774 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2688 } 2778 {
2689 else {
2690 if (op->contr->explore) { 2779 if (op->contr->explore)
2780 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2781 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..."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2783 op->stats.hp = op->stats.maxhp;
2694 return; 2784 return;
2695 } 2785 }
2696 sprintf(buf,"%s died.",op->name); 2786 sprintf (buf, "%s died.", &op->name);
2697 } 2787 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2789
2700 /* save the map location for corpse, gravestone*/ 2790 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2791 x = op->x;
2792 y = op->y;
2793 map = op->map;
2702 2794
2703 2795
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
2708 */ 2799 */
2709 2800
2710 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2803 * of death.
2713 */ 2804 */
2714#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2806 if (settings.balanced_stat_loss)
2807 {
2716 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2810 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2813 little bit harder. */
2722 /* GD */ 2814 /* GD */
2723 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2816 num_stats_lose = 1;
2725 else 2817 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2819 }
2820 else
2821 {
2728 num_stats_lose = 1; 2822 num_stats_lose = 1;
2729 } 2823 }
2730 lost_a_stat = 0; 2824 lost_a_stat = 0;
2731 2825
2732 for (z=0; z<num_stats_lose; z++) { 2826 for (z = 0; z < num_stats_lose; z++)
2827 {
2733 i = RANDOM() % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
2734 2829
2735 if (settings.stat_loss_on_death) { 2830 if (settings.stat_loss_on_death)
2831 {
2736 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2833 * what he lost.
2738 */ 2834 */
2739 change_attr_value(&(op->stats), i,-1); 2835 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2836 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2840 lost_a_stat = 1;
2745 } else { 2841 }
2842 else
2843 {
2746 /* deplete a stat */ 2844 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2845 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2749 2850 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2851 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2852 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 2853 }
2783 if (lose_this_stat) { 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
2856 {
2857 /* GD */
2858 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2859 this_stat = get_attr_value (&(dep->stats), i);
2860 if (this_stat < 0)
2861 {
2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2863 int keep_chance = this_stat * this_stat;
2864
2865 /* Yes, I am paranoid. Sue me. */
2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871 {
2872 lose_this_stat = 0;
2873 /* Take loss chance vs keep chance to see if we
2874 retain the stat. */
2875 }
2876 else
2877 {
2878 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
2883 }
2884 }
2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2890 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2891 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2892 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2893 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2894 * difference.
2790 */ 2895 */
2791 if (this_stat>=-50) { 2896 if (this_stat >= -50)
2897 {
2792 change_attr_value(&(dep->stats), i, -1); 2898 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2899 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2901 op->update_stats ();
2796 lost_a_stat = 1; 2902 lost_a_stat = 1;
2797 } 2903 }
2798 } 2904 }
2905 }
2799 } 2906 }
2800 }
2801 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2908 if (!lost_a_stat)
2803 { 2909 {
2804 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2911 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2912 const char *god = determine_god (op);
2913
2807 if (god && (strcmp(god, "none"))) 2914 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2915 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" 2916 else
2810 " you.", god); 2917 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 } 2918 }
2919#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2921#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 2922
2819 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2924 * exp loss on the stone.
2821 */ 2925 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2928 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2930 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2931 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" 2932 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; 2933 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2935
2836 /**************************************/ 2936 /**************************************/
2837 /* */ 2937 /* */
2838 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
2841 /* */ 2941 /* */
2842 /**************************************/ 2942 /**************************************/
2843 2943
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2944 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2945 /* restore player */
2846 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2948
2848 if (tmp) { 2949 if (tmp)
2849 remove_ob(tmp); 2950 {
2850 free_object(tmp); 2951 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2953 }
2853 2954
2854 at = find_archetype("confusion"); 2955 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2956 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2957 if (tmp)
2857 remove_ob(tmp); 2958 {
2858 free_object(tmp); 2959 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2961 }
2962
2861 cure_disease(op,0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
2862 2964
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2966 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2972
2870 /* 2973 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2976 * in the map.
2874 */ 2977 */
2875 2978
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2979 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2981
2884 /****************************************/ 2982 /****************************************/
2885 /* */ 2983 /* */
2886 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
2888 /* */ 2986 /* */
2889 /****************************************/ 2987 /****************************************/
2890 2988
2891 enter_player_savebed(op); 2989 enter_player_savebed (op);
2892 2990
2893 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 2992 * chance of abuse.
2895 */ 2993 */
2896 op->contr->braced=0; 2994 op->contr->braced = 0;
2897 save_player(op,1); 2995 op->contr->save ();
2898 2996
2899 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3000 * on the space that might harm the player.
2903 */ 3001 */
2904 will_kill_again=0; 3002 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
2908 } 3006
2909 if (will_kill_again) { 3007 if (will_kill_again)
3008 {
2910 object *force; 3009 object *force;
2911 int at; 3010 int at;
2912 3011
2913 force=get_archetype(FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3014 force->speed = 0.1;
2916 force->speed_left=-5.0; 3015 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3017 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3019 force->resist[at] = 100;
2921 } 3020
2922 insert_ob_in_ob(force, op); 3021 insert_ob_in_ob (force, op);
2923 fix_player(op); 3022 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3023
3024 }
3025
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3026 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} 3027}
2999 3028
3000 3029void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3030loot_object (object *op)
3031{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3032 object *tmp, *tmp2, *next;
3003 3033
3034 if (op->container)
3004 if (op->container) { /* close open sack first */ 3035 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3036
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3037 for (tmp = op->inv; tmp; tmp = next)
3038 {
3009 next=tmp->below; 3039 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3040
3011 remove_ob(tmp); 3041 if (tmp->invisible)
3042 continue;
3043
3044 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3046 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3047 { /* empty container to ground */
3015 } 3048 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3049 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 {
3018 if(tmp->nrof>1) { 3052 if (tmp->nrof > 1)
3053 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3055 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 }
3058 else
3059 tmp->destroy ();
3060 }
3022 } else 3061 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3062 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3063 }
3027} 3064}
3028 3065
3029/* 3066/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3067 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3068 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3069 * was changed.
3033 */ 3070 */
3034 3071
3072void
3035void fix_weight(void) { 3073fix_weight (void)
3036 player *pl; 3074{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3075 for (player *pl = first_player; pl; pl = pl->next)
3076 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078
3039 if(old == sum) 3079 if (old == sum)
3040 continue; 3080 continue;
3041 fix_player(pl->ob); 3081 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3083 }
3045} 3084}
3046 3085
3086void
3047void fix_luck(void) { 3087fix_luck (void)
3048 player *pl; 3088{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3050 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3091 pl->ob->change_luck (0);
3052} 3092}
3053
3054 3093
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3058 */ 3097 */
3059
3060void 3098void
3061cast_dust (object * op, object * throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3062{ 3100{
3063 object *skop, *spob; 3101 object *skop, *spob;
3064 3102
3065 skop = find_skill_by_name (op, throw_ob->skill); 3103 skop = find_skill_by_name (op, throw_ob->skill);
3066 3104
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3105 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3106 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3107 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3108 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3109 return;
3073 } 3110 }
3074 3111
3075 spob = throw_ob->inv; 3112 spob = throw_ob->inv;
3076 3113
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3114 // 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 3115 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3116 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3117 if (!spob)
3081 { 3118 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3119 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; 3120 return;
3085 } 3121 }
3086 3122
3087 if (op->type == PLAYER) 3123 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3124 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3125
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3126 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3127
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3128 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3129}
3096 3130
3131void
3097void make_visible (object *op) { 3132make_visible (object *op)
3133{
3098 op->hide = 0; 3134 op->hide = 0;
3099 op->invisible = 0; 3135 op->invisible = 0;
3100 if(op->type==PLAYER) { 3136 if (op->type == PLAYER)
3137 {
3101 op->contr->tmp_invis = 0; 3138 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3139 op->contr->invis_race = 0;
3103 } 3140 }
3104 update_object(op,UP_OBJ_FACE); 3141 update_object (op, UP_OBJ_FACE);
3105} 3142}
3106 3143
3144int
3107int is_true_undead(object *op) { 3145is_true_undead (object *op)
3146{
3108 object *tmp=NULL; 3147 object *tmp = NULL;
3109 3148
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1;
3111 3151
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; 3152 return 0;
3117} 3153}
3118 3154
3119/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3157 * indicate greater hideability.
3122 */ 3158 */
3123 3159
3160int
3124int hideability(object *ob) { 3161hideability (object *ob)
3162{
3125 int i,level=0, mflag; 3163 int i, level = 0, mflag;
3126 sint16 x,y; 3164 sint16 x, y;
3127 3165
3128 if(!ob||!ob->map) return 0; 3166 if (!ob || !ob->map)
3167 return 0;
3129 3168
3130 /* so, on normal lighted maps, its hard to hide */ 3169 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3170 level = ob->map->darkness - 2;
3132 3171
3133 /* this also picks up whether the object is glowing. 3172 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3173 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3174 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3175 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness));
3137 3177
3138 /* scan through all nearby squares for terrain to hide in */ 3178 /* 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]) { 3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3182 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue;
3185 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3187 level += 2;
3144 else /* open terrain! */ 3188 else /* open terrain! */
3145 level -= 1; 3189 level -= 1;
3146 } 3190 }
3147 3191
3148#if 0 3192#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3193 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3194#endif
3151 return level; 3195 return level;
3152} 3196}
3153 3197
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3198/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3199 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3200 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3201 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3202 */
3159 3203
3204void
3160void do_hidden_move (object *op) { 3205do_hidden_move (object *op)
3206{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3208 object *skop;
3163 3209
3164 if(!op || !op->map) return; 3210 if (!op || !op->map)
3211 return;
3165 3212
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3214
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3215 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3216 if (op->type == PLAYER && op->contr->run_on)
3217 {
3170 if(!skop || num >= skop->level) { 3218 if (!skop || num >= skop->level)
3219 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3221 make_visible (op);
3173 return; 3222 return;
3174 } else num += 20; 3223 }
3224 else
3225 num += 20;
3175 } 3226 }
3176 num += op->map->difficulty; 3227 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3228 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3229 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 {
3180 make_visible(op); 3232 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3233 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3235 }
3184 else if (op->type == PLAYER && skop) { 3236 else if (op->type == PLAYER && skop)
3237 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3239 }
3187} 3240}
3188 3241
3189/* determine if who is standing near a hostile creature. */ 3242/* determine if who is standing near a hostile creature. */
3190 3243
3244int
3191int stand_near_hostile( object *who ) { 3245stand_near_hostile (object *who)
3246{
3192 object *tmp=NULL; 3247 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3248 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3249 maptile *m;
3195 sint16 x,y; 3250 sint16 x, y;
3196 3251
3197 if(!who) return 0; 3252 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; 3253 return 0;
3254
3255 if (who->type == PLAYER)
3256 player = 1;
3257
3258 else
3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3260
3261 /* search adjacent squares */
3262 for (i = 1; i < 9; i++)
3263 {
3264 x = who->x + freearr_x[i];
3265 y = who->y + freearr_y[i];
3266 m = who->map;
3267 mflags = get_map_flags (m, &m, x, y, &x, &y);
3268 /* space must be blocked if there is a monster. If not
3269 * blocked, don't need to check this space.
3270 */
3271 if (mflags & P_OUT_OF_MAP)
3272 continue;
3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3274 continue;
3275
3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 {
3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3279 return 1;
3280 else if (tmp->type == PLAYER)
3281 {
3282 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 return 1;
3285 }
3286 }
3287 }
3288 return 0;
3227} 3289}
3228 3290
3229/* check the player los field for viewability of the 3291/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3292 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3293 * 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. 3300 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3301 * -b.t.
3240 * This function is now map tiling safe. 3302 * This function is now map tiling safe.
3241 */ 3303 */
3242 3304
3305int
3243int player_can_view (object *pl,object *op) { 3306player_can_view (object *pl, object *op)
3307{
3244 rv_vector rv; 3308 rv_vector rv;
3245 int dx,dy; 3309 int dx, dy;
3246 3310
3247 if(pl->type!=PLAYER) { 3311 if (pl->type != PLAYER)
3312 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3313 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; 3314 return -1;
3274 op = op->more;
3275 } 3315 }
3316 if (!pl || !op)
3276 return 0; 3317 return 0;
3318
3319 if (op->head)
3320 {
3321 op = op->head;
3322 }
3323 get_rangevector (pl, op, &rv, 0x1);
3324
3325 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any
3327 * part that is in the los array but isnt on
3328 * a blocked los square.
3329 * we use the archetype to figure out offsets.
3330 */
3331 while (op)
3332 {
3333 dx = rv.distance_x + op->arch->clone.x;
3334 dy = rv.distance_y + op->arch->clone.y;
3335
3336 /* only the viewable area the player sees is updated by LOS
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1;
3344 op = op->more;
3345 }
3346 return 0;
3277} 3347}
3278 3348
3279/* routine for both players and monsters. We call this when 3349/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3350 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3351 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3352 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3353 * return 0.
3284 */ 3354 */
3355int
3285int action_makes_visible (object *op) { 3356action_makes_visible (object *op)
3357{
3286 3358
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3362 return 0;
3290 3363
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3292 3366
3293 /* If monsters, they should become visible */ 3367 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3371 return 1;
3297 } 3372 }
3298 } 3373 }
3299 return 0; 3374 return 0;
3300} 3375}
3301 3376
3302/* op_on_battleground - checks if the given object op (usually 3377/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3378 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3379 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3380 * -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 3381 * 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 3382 * 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 3383 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3384 */
3385int
3310int op_on_battleground (object *op, int *x, int *y) { 3386op_on_battleground (object *op, int *x, int *y)
3387{
3311 object *tmp; 3388 object *tmp;
3312 3389
3313 /* A battleground-tile needs the following attributes to be valid: 3390 /* 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), 3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3393 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3394 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3395 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3397 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3402 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3403 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 {
3326 object *invtmp; 3406 object *invtmp;
3407
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3409 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3414 return 1;
3415 }
3416 }
3417 }
3330 if (x != NULL && y != NULL) 3418 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3420 return 1;
3333 } 3421 }
3334 } 3422 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3423 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3424 /* If we got here, did not find a battleground */
3343 return 0; 3425 return 0;
3344} 3426}
3345 3427
3346/* 3428/*
3350 * attributes: 3432 * attributes:
3351 * object *who the dragon player 3433 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3434 * int atnr the attack-number of the ability focus
3353 * int level ability level 3435 * int level ability level
3354 */ 3436 */
3437void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3438dragon_ability_gain (object *who, int atnr, int level)
3439{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3440 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3441 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3442 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3443 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3444 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3445 int i = 0, j = 0;
3362 3446
3363 /* get the appropriate treasurelist */ 3447 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3448 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3449 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3450 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3451 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3452 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3453 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3454 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3455 trlist = find_treasurelist ("dragon_ability_poison");
3372 3456
3373 if (trlist == NULL || who->type != PLAYER) 3457 if (trlist == NULL || who->type != PLAYER)
3374 return; 3458 return;
3375 3459
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3461
3378
3379 if (tr == NULL || tr->item == NULL) { 3462 if (tr == NULL || tr->item == NULL)
3463 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3465 return;
3382 } 3466 }
3383 3467
3384 /* everything seems okay - now bring on the gift: */ 3468 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3469 item = &(tr->item->clone);
3386 3470
3387 if (item->type == SPELL) { 3471 if (item->type == SPELL)
3472 {
3388 if (check_spell_known (who, item->name)) 3473 if (check_spell_known (who, item->name))
3389 return; 3474 return;
3390 3475
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3476 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); 3477 do_learn_spell (who, item, 0);
3393 return; 3478 return;
3394 } 3479 }
3395 3480
3396 /* grant direct spell */ 3481 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3482 if (item->type == SPELLBOOK)
3483 {
3398 if (!item->inv) { 3484 if (!item->inv)
3485 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3486 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3487 return;
3402 } 3488 }
3403 if (check_spell_known (who, item->inv->name)) 3489 if (check_spell_known (who, item->inv->name))
3404 return; 3490 return;
3405 if (item->invisible) { 3491 if (item->invisible)
3492 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3493 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); 3494 do_learn_spell (who, item->inv, 0);
3408 return; 3495 return;
3409 } 3496 }
3410 } 3497 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3498 else if (item->type == SKILL_TOOL && item->invisible)
3499 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3500 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3501 {
3413 3502
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3503 /* 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 3504 * 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, 3505 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3506 * but not all of them, he gets nothing.
3418 */ 3507 */
3419 if (!(skop->attacktype & item->attacktype)) { 3508 if (!(skop->attacktype & item->attacktype))
3509 {
3420 /* Give new attacktype */ 3510 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3511 skop->attacktype |= item->attacktype;
3422 3512
3423 /* always add physical if there's none */ 3513 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3514 skop->attacktype |= AT_PHYSICAL;
3425 3515
3426 if (item->msg != NULL) 3516 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3517 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3518
3429 /* Give player new face */ 3519 /* Give player new face */
3430 if (item->animation_id) { 3520 if (item->animation_id)
3521 {
3431 who->face = skop->face; 3522 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3523 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3524 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3525 who->last_anim = 0;
3435 who->state = 0; 3526 who->state = 0;
3436 animate_object(who, who->direction); 3527 animate_object (who, who->direction);
3437 } 3528 }
3529 }
3530 }
3438 } 3531 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3532 else if (item->type == FORCE)
3533 {
3442 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3535 object *skin;
3536
3444 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3540 ;
3448 3541
3542 if (!skin)
3543 return;
3544
3449 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3547 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3548 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3549
3453 /* print message */ 3550 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3551 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3552 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3553 {
3457 if (j) 3554 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3555 {
3459 else 3556 if (j)
3460 j = 1; 3557 strcat (buf, " and ");
3558 else
3559 j = 1;
3461 strcat(buf, spellpathnames[i]); 3560 strcat (buf, spellpathnames[i]);
3462 } 3561 }
3463 } 3562 }
3464 strcat(buf,"."); 3563 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3565 }
3467 3566
3468 /* evtl. adding flags: */ 3567 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3568 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3569 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3570 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3571 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3573 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3574
3476 /* print message if there is one */ 3575 /* print message if there is one */
3477 if (item->msg != NULL) 3576 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 }
3579 else
3479 } 3580 {
3480 else {
3481 /* generate misc. treasure */ 3581 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3582 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3583 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); 3584 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3585 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3586 esrv_send_item (who, tmp);
3487 } 3587 }
3488} 3588}
3489 3589
3490/** 3590/**
3491 * Unready an object for a player. This function does nothing if the object was 3591 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3592 * not readied.
3493 */ 3593 */
3594void
3494void player_unready_range_ob(player *pl, object *ob) { 3595player_unready_range_ob (player *pl, object *ob)
3596{
3495 rangetype i; 3597 rangetype i;
3496 3598
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3498 if (pl->ranges[i] == ob) { 3601 if (pl->ranges[i] == ob)
3602 {
3499 pl->ranges[i] = NULL; 3603 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3604 if (pl->shoottype == i)
3605 {
3501 pl->shoottype = range_none; 3606 pl->shoottype = range_none;
3502 } 3607 }
3503 } 3608 }
3504 } 3609 }
3505} 3610}

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