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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 1.62 by root, Mon Dec 25 11:25:49 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 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
78 } 151 }
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;
88 152 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 153
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
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); 156 close_and_delete (fp, comp);
103} 157}
104 158
105void send_rules(const object *op) { 159/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 160static void
107 char rules[HUGE_BUF]; 161set_first_map (object *op)
108 FILE *fp; 162{
109 int comp; 163 strcpy (op->contr->maplevel, first_map_path);
110 int size; 164 op->x = -1;
165 op->y = -1;
166 enter_exit (op, 0);
167}
168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
111 212 {
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 213 object *tmp, *abil = 0, *skin = 0;
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 if (!ns)
114 return; 256 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}
132 257
133void send_news(const object *op) { 258 //TODO: don't be so harsh and destroy :)
134 char buf[MAX_BUF]; 259 destroy ();
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);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 260
181int playername_ok(const char *cp) { 261 ns->pl = 0;
182 /* Don't allow - or _ as first character in the name */ 262 ns = 0;
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} 263}
190 264
191/* This no longer sets the player map. Also, it now updates 265// the need for this function can be explained
192 * all the pointers so the caller doesn't need to do that. 266// by load_object not returning the object
193 * Caller is responsible for setting the correct map. 267void
194 */ 268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
195 272
196/* Redo this to do both get_player_ob and get_player. 273 ob->speed_left = 0.5;
197 * Hopefully this will be less bugfree and simpler. 274 ob->speed = 1.0;
198 * Returns the player structure. If 'p' is null, 275 ob->direction = 5; /* So player faces south */
199 * we create a new one. Otherwise, we recycle 276 ob->stats.wc = 2;
200 * the one that is passed. 277 ob->run_away = 25; /* Then we panick... */
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 278
206 if (!p) { 279 set_first_map (ob);
207 player *tmp;
208 280
209 p = (player *) malloc(sizeof(player)); 281 ob->roll_stats ();
210 if(p==NULL) 282}
211 fatal(OUT_OF_MEMORY);
212 283
213 /* This adds the player in the linked list. There is extra 284player::player ()
214 * complexity here because we want to add the new player at the 285{
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 - 286 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point. 287 * we deal with that below this point.
237 */ 288 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 292
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (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 */
258 294
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 295 gen_sp_armour = 10;
264 p->last_speed= -1; 296 last_speed = -1;
265 p->shoottype=range_none; 297 shoottype = range_none;
266 p->bowtype=bow_normal; 298 bowtype = bow_normal;
267 p->petmode=pet_normal; 299 petmode = pet_normal;
268 p->listening=10; 300 listening = 10;
269 p->usekeys=containers; 301 usekeys = containers;
270 p->last_weapon_sp= -1; 302 last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
272 p->do_los=1; 304 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 305
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, 306 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
285 * at zero. 309 * at zero.
286 */ 310 */
287 for (i=0; i < NUM_SKILLS; i++) { 311 for (int i = 0; i < NUM_SKILLS; i++)
288 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 313
290 }
291 for (i=0; i < NROFATTACKS; i++) { 314 for (int i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 315 last_resist[i] = -1;
293 } 316
294 p->last_stats.exp = -1; 317 last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 318 last_weight = (uint32) - 1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 319}
301 320
302 321void
303/* This loads the first map an puts the player on it. */ 322player::do_destroy ()
304static void set_first_map(object *op)
305{ 323{
306 strcpy(op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
312/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
314 * mode. 370 * mode.
315 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
316 376
317int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 378
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; 379 return pl;
340} 380}
341 381
342/* 382/*
343 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
346 */ 386 */
387archetype *
347archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
348{ 389{
349 archetype *start = at; 390 archetype *start = at;
391
350 for (;;) { 392 for (;;)
393 {
351 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
352 at=first_archetype; 395 at = first_archetype;
353 else 396 else
354 at=at->next; 397 at = at->next;
398
355 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
356 return at; 400 return at;
401
357 if (at == start) { 402 if (at == start)
403 {
358 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 405 exit (-1);
360 } 406 }
361 } 407 }
362} 408}
363 409
364 410object *
365object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
366 object *op = NULL; 413 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 414 objectlink *ol;
369 unsigned lastdist; 415 unsigned lastdist;
370 rv_vector rv; 416 rv_vector rv;
371 417
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
419 {
373 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
377 */ 424 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
379 object *tmp=ol->ob; 427 object *tmp = ol->ob;
380 428
381 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 430 * itself will have been cleared.
383 */ 431 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 433 ol = ol->next;
386 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
387 if (!ol) return op; 435 if (!ol)
388 } 436 return op;
437 }
389 438
390 /* Remove special check for player from this. First, it looks to cause 439 /* 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 440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 441 * 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 442 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
396 */ 445 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 447 continue;
399 448
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
409 op=pl->ob; 450 {
451 op = ol->ob;
410 lastdist=rv.distance; 452 lastdist = rv.distance;
453 }
411 } 454 }
412 } 455
413 } 456 for_all_players (pl)
457 if (can_detect_enemy (mon, pl->ob, &rv))
458 if (lastdist > rv.distance)
459 {
460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
414#if 0 464#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 466#endif
417 return op; 467 return op;
418} 468}
419 469
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 470/* 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 471 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 488 * is probably not a good thing.
439 */ 489 */
440#define MAX_SPACES 50 490#define MAX_SPACES 50
441
442 491
443/* 492/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * 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. 508 * 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, 509 * 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 510 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 511 * is blocking itself.
463 */ 512 */
513int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
465 rv_vector rv; 516 rv_vector rv;
466 sint16 x,y; 517 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
469 520
470 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
471 522
472 if (rv.distance<mindiff) return 0; 523 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; 524 return 0;
725}
726 525
727void confirm_password(object *op) { 526 x = mon->x;
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532 /* If we can't solve it within the search distance, return now. */
533 if (diff > max)
534 return 0;
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
728 542
729 op->contr->write_buf[0]='\0'; 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 544 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}
733 545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626 if (diff <= 1)
627 {
628 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance.
630 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633 }
634 if (diff > max)
635 return 0;
636 }
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist * items)
646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736}
737
738void
734void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
735 if (party == NULL) { 741 if (party == NULL)
742 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 744 return;
738 } 745 }
746
739 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 751}
744
745 752
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
747int roll_stat(void) { 755roll_stat (void)
756{
748 int a[4],i,j,k; 757 int a[4], i, j, k;
749 758
750 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
752 761
753 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 763 if (a[i] < k)
755 k=a[i],j=i; 764 k = a[i], j = i;
756 765
757 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 767 if (i != j)
759 k+=a[i]; 768 k += a[i];
760 } 769
761 return k; 770 return k;
762} 771}
763 772
764void roll_stats(object *op) { 773void
765 int sum=0; 774object::roll_stats ()
766 int i = 0, j = 0; 775{
767 int statsort[7]; 776 int statsort [7];
768 777
778 for (;;)
769 do { 779 {
770 op->stats.Str=roll_stat(); 780 int sum = 0;
771 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 782 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);
781 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
782 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 789 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;
790 790
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]; 791 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
810 798
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; 799 stats.exp = 0;
822 op->stats.ac=0; 800 stats.ac = 0;
823 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
824 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
827 811
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; 812 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 } 813 }
814}
921 815
922#if 0 816void
923 /* So that enter_exit will put us at startx/starty */ 817object::swap_stats (int a, int b)
924 op->x= -1; 818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
925 822
926 enter_exit(op,NULL); 823 stats.Str = contr->orig_stats.Str;
927#endif 824 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 825 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 826 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 827 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"); 828 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 829 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;
942 830
943 case 'q': 831 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 832 // be merged with the similar code in roll_stats
945 play_again(op); 833 stats.ac = 0;
946 return 1;
947 834
948 default: 835 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 836 stats.exp = 0;
950 return 0; 837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
951 } 844 {
952 return 0; 845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
953} 851}
954 852
955/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
959 * not the class. 857 * not the class.
960 */ 858 */
961 859int
962int key_change_class(object *op, char key) 860key_change_class (object *op, char key)
963{ 861{
964 int tmp_loop; 862 int tmp_loop;
965 863
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 864 if (key == 'd' || key == 'D')
865 {
972 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
973 867
974 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 869 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 870
871 treasurelist *tl = find_treasurelist ("starting_wealth");
872 if (tl)
873 create_treasure (tl, op, 0, 0, 0);
874
978 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
980 877
981 op->contr->state=ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
982 879
983 if (op->msg) { 880 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 881 op->msg = NULL;
986 }
987 882
988 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
989 * to save here. 884 * to save here.
990 */ 885 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 887 make_path_to_file (buf);
993 888
994#ifdef AUTOSAVE 889#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 890 op->contr->last_save_tick = pticks;
996#endif 891#endif
997 start_info(op); 892 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 894 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 895 link_player_skills (op);
1001 esrv_send_inventory(op, op); 896 esrv_send_inventory (op, op);
1002 fix_player(op); 897 op->update_stats ();
1003 898
1004 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1005 * is one for this race 900 * is one for this race
1006 */ 901 */
1007 if(*first_map_ext_path) { 902 if (*first_map_ext_path)
903 {
1008 object *tmp; 904 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 905 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 906
1012 first_map_ext_path, op->arch->name); 907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 908 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 909 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 910 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 911 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 912 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1019 * default initial map */ 914 * default initial map */
1020 free_object(tmp); 915 tmp->destroy ();
916 }
1021 } else { 917 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 919
920 return 0;
921 }
922
1027 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1029 */ 925 */
1030 926
1031 tmp_loop = 0; 927 tmp_loop = 0;
1032 while(!tmp_loop) { 928 while (!tmp_loop)
1033 const char *name = add_string (op->name); 929 {
930 shstr name = op->name;
1034 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1035 remove_statbonus(op); 932
1036 remove_ob (op); 933 op->remove_statbonus ();
934 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 935 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 936 op->arch->clone.copy_to (op);
1039 op->instantiate (); 937 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 939 op->name = op->name_pl = name;
1042 op->name = name; 940 op->x = x;
1043 free_string(op->name_pl); 941 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 */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 943 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 944 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 945 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 946 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 947 }
948
1056 update_object(op,UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 950 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 951 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 954 op->stats.grace = 0;
955
1062 if (op->msg) 956 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
958
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 959 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; 960 return 0;
1066} 961}
1067 962
963int
1068int key_confirm_quit(object *op, char key) 964key_confirm_quit (object *op, char key)
1069{ 965{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
1073 op->contr->state=ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 970 return 1;
1076 } 971 }
1077 972
1078 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 974 INVOKE_PLAYER (QUIT, op->contr);
1080 975
1081 terminate_all_pets(op); 976 terminate_all_pets (op);
1082 leave_map(op); 977 leave_map (op);
1083 op->direction=0; 978 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 980
1087 strcpy(op->contr->killer,"quit"); 981 strcpy (op->contr->killer, "quit");
1088 check_score(op); 982 check_score (op);
1089 op->contr->party=NULL; 983 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 984 op->contr->own_title[0] = '\0';
1092 985
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 986 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 987
988 delete ob->contr;
989
1096 /* We need to hunt for any per player unique maps in memory and 990 /* 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, 991 * 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 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 993 */
994 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1102 next = mp->next; 999 next = mp->next;
1000
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1002 delete_map (mp);
1105 } 1003 }
1106 1004
1107 delete_character(op->name, 1); 1005 delete_character (ob->name, 1);
1108 } 1006
1109 play_again(op);
1110 return 1; 1007 return 1;
1111} 1008}
1112 1009
1010void
1113void flee_player(object *op) { 1011flee_player (object *op)
1012{
1114 int dir,diff; 1013 int dir, diff;
1115 rv_vector rv; 1014 rv_vector rv;
1116 1015
1117 if(op->stats.hp < 0) { 1016 if (op->stats.hp < 0)
1017 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1018 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1020 return;
1121 } 1021 }
1122 1022
1123 if(op->enemy==NULL) { 1023 if (op->enemy == NULL)
1024 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1025 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1027 return;
1127 } 1028 }
1128 1029
1129 /* Seen some crashes here. Since we don't store an 1030 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1031 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1032 * actual enemy, and the object is recycled.
1132 */ 1033 */
1133 if (op->enemy->map == NULL) { 1034 if (op->enemy->map == NULL)
1035 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1036 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1037 op->enemy = NULL;
1136 return; 1038 return;
1137 } 1039 }
1138 1040
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1041 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1042 {
1140 op->enemy=NULL; 1043 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1045 return;
1143 } 1046 }
1047
1144 get_rangevector(op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1145 1049
1146 dir=absdir(4+rv.direction); 1050 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1051 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 } 1052 {
1053 int m = 1 - (RANDOM () & 2);
1054
1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1056 return;
1057 }
1058
1154 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1061 op->enemy = NULL;
1157} 1062}
1158 1063
1159 1064
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1065/* 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 1066 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1067 * stop.
1163 */ 1068 */
1069int
1164int check_pick(object *op) { 1070check_pick (object *op)
1071{
1165 object *tmp, *next; 1072 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1073 int stop = 0;
1168 int j, k, wvratio; 1074 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1075 char putstring[128], tmpstr[16];
1170 1076
1171
1172 /* if you're flying, you cna't pick up anything */ 1077 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1078 if (op->move_type & MOVE_FLYING)
1174 return 1; 1079 return 1;
1175 1080
1176 op_tag = op->count;
1177
1178 next = op->below; 1081 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1082
1182 /* loop while there are items on the floor that are not marked as 1083 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1084 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1085 while (next && !next->destroyed ())
1185 { 1086 {
1186 tmp = next; 1087 tmp = next;
1187 next = tmp->below; 1088 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1089
1191 if (was_destroyed (op, op_tag)) 1090 if (op->destroyed ())
1192 return 0; 1091 return 0;
1193 1092
1194 if ( ! can_pick (op, tmp)) 1093 if (!can_pick (op, tmp))
1195 continue; 1094 continue;
1196 1095
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1096 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1097 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1098 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1099 pick_up (op, tmp);
1201 continue; 1100 continue;
1202 } 1101 }
1203 1102
1204 /* high not bit set? We're using the old autopickup model */ 1103 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1104 if (!(op->contr->mode & PU_NEWMODE))
1105 {
1206 switch (op->contr->mode) { 1106 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1107 {
1208 case 1: pick_up (op, tmp); 1108 case 0:
1209 return 1; 1109 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1110 case 1:
1211 return 0; 1111 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1112 return 1;
1213 case 4: pick_up (op, tmp); 1113 case 2:
1214 break; 1114 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1115 return 0;
1216 stop = 1; 1116 case 3:
1217 break; 1117 return 0; /* stop before pickup */
1218 case 6: 1118 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1119 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1120 break;
1221 pick_up(op, tmp); 1121 case 5:
1222 break; 1122 pick_up (op, tmp);
1123 stop = 1;
1124 break;
1125 case 6:
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 pick_up (op, tmp);
1128 break;
1223 1129
1224 case 7: 1130 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1131 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1132 pick_up (op, tmp);
1227 break; 1133 break;
1228 1134
1229 default: 1135 default:
1230 /* use value density */ 1136 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1137 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1138 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1139 pick_up (op, tmp);
1234 >= op->contr->mode) 1140 }
1235 pick_up(op,tmp); 1141 }
1236 } 1142 else
1237 } 1143 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1144 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1145 if (op->contr->mode & PU_DEBUG)
1241 { 1146 {
1242 /* some debugging code to figure out item information */ 1147 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1148 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1150 &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)))); 1151 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1152 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1153 &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)))); 1154
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1155 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1156 }
1252 1157
1253 sprintf(putstring,"...flags: "); 1158 /* philosophy:
1254 for(k=0;k<4;k++) 1159 * It's easy to grab an item type from a pile, as long as it's
1255 { 1160 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1161 * and selections, select-items should be used. This is a
1257 { 1162 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1163 * example.
1259 { 1164 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1165 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1166 * convert to decimal and then 'pickup <#>
1262 } 1167 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1168
1169 /* the first two modes are exclusive: if NOTHING we return, if
1170 * STOP then we stop. All the rest are applied sequentially,
1171 * meaning if any test passes, the item gets picked up. */
1172
1173 /* if mode is set to pick nothing up, return */
1174
1175 if (op->contr->mode & PU_NOTHING)
1176 return 1;
1177
1178 /* if mode is set to stop when encountering objects, return */
1179 /* take STOP before INHIBIT since it doesn't actually pick
1180 * anything up */
1181
1182 if (op->contr->mode & PU_STOP)
1183 return 0;
1184
1185 /* useful for going into stores and not losing your settings... */
1186 /* and for battles wher you don't want to get loaded down while
1187 * fighting */
1188 if (op->contr->mode & PU_INHIBIT)
1189 return 1;
1190
1191 /* prevent us from turning into auto-thieves :) */
1192 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1193 continue;
1194
1195 /* ignore known cursed objects */
1196 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1197 continue;
1198
1199 /* all food and drink if desired */
1200 /* question: don't pick up known-poisonous stuff? */
1201 if (op->contr->mode & PU_FOOD)
1202 if (tmp->type == FOOD)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_DRINK)
1209 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_POTION)
1216 if (tmp->type == POTION)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 /* spellbooks, skillscrolls and normal books/scrolls */
1223 if (op->contr->mode & PU_SPELLBOOK)
1224 if (tmp->type == SPELLBOOK)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_SKILLSCROLL)
1231 if (tmp->type == SKILLSCROLL)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_READABLES)
1238 if (tmp->type == BOOK || tmp->type == SCROLL)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* wands/staves/rods/horns */
1245 if (op->contr->mode & PU_MAGIC_DEVICE)
1246 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* pick up all magical items */
1253 if (op->contr->mode & PU_MAGICAL)
1254 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_VALUABLES)
1261 {
1262 if (tmp->type == MONEY || tmp->type == GEM)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267 }
1268
1269 /* rings & amulets - talismans seems to be typed AMULET */
1270 if (op->contr->mode & PU_JEWELS)
1271 if (tmp->type == RING || tmp->type == AMULET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 /* we don't forget dragon food */
1278 if (op->contr->mode & PU_FLESH)
1279 if (tmp->type == FLESH)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* bows and arrows. Bows are good for selling! */
1286 if (op->contr->mode & PU_BOW)
1287 if (tmp->type == BOW)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_ARROW)
1294 if (tmp->type == ARROW)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* all kinds of armor etc. */
1301 if (op->contr->mode & PU_ARMOUR)
1302 if (tmp->type == ARMOUR)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_HELMET)
1309 if (tmp->type == HELMET)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_SHIELD)
1316 if (tmp->type == SHIELD)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_BOOTS)
1323 if (tmp->type == BOOTS)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 if (op->contr->mode & PU_GLOVES)
1330 if (tmp->type == GLOVES)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 if (op->contr->mode & PU_CLOAK)
1337 if (tmp->type == CLOAK)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* hoping to catch throwing daggers here */
1344 if (op->contr->mode & PU_MISSILEWEAPON)
1345 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1346 {
1347 pick_up (op, tmp);
1348 continue;
1349 }
1350
1351 /* careful: chairs and tables are weapons! */
1352 if (op->contr->mode & PU_ALLWEAPON)
1353 {
1354 if (tmp->type == WEAPON && tmp->name != NULL)
1355 {
1356 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1357 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362 }
1363
1364 if (tmp->type == WEAPON && tmp->name == NULL)
1365 {
1366 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372 }
1373
1374 /* misc stuff that's useful */
1375 if (op->contr->mode & PU_KEY)
1376 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381
1382 /* any of the last 4 bits set means we use the ratio for value
1383 * pickups */
1384 if (op->contr->mode & PU_RATIO)
1385 {
1386 /* use value density to decide what else to grab */
1387 /* >=7 was >= op->contr->mode */
1388 /* >=7 is the old standard setting. Now we take the last 4 bits
1389 * and multiply them by 5, giving 0..15*5== 5..75 */
1390 wvratio = (op->contr->mode & PU_RATIO) * 5;
1391 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1392 {
1393 pick_up (op, tmp);
1267#if 0 1394#if 0
1268 /* print the flags too */ 1395 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1396 if (tmp->name != NULL)
1270 { 1397 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1398 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1399 }
1273 { 1400 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1401 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1402 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1403 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 1404#endif
1405 continue;
1406 }
1407 }
1408 } /* the new pickup model */
1280 } 1409 }
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 1410
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; 1411 return !stop;
1444} 1412}
1445 1413
1446/* 1414/*
1447 * Find an arrow in the inventory and after that 1415 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1416 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1417 * found object is returned.
1450 */ 1418 */
1419object *
1451object *find_arrow(object *op, const char *type) 1420find_arrow (object *op, const char *type)
1452{ 1421{
1453 object *tmp = NULL; 1422 object *tmp = NULL;
1454 1423
1455 for(op=op->inv; op; op=op->below) 1424 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1425 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); 1426 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1427 else if (op->type == ARROW && op->race == type)
1460 return op; 1428 return op;
1461 return tmp; 1429 return tmp;
1462} 1430}
1463 1431
1464/* 1432/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1433 * 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 1434 * 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 1435 * 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. 1436 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1437 */
1470 1438
1439object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1440find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1441{
1473 object *tmp = NULL, *arrow, *ntmp; 1442 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1443 int attacknum, attacktype, betterby = 0, i;
1475 1444
1476 if (!type) 1445 if (!type)
1477 return NULL; 1446 return NULL;
1478 1447
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1448 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1449 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1450 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1451 {
1452 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1453 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1454 if (i > betterby)
1485 tmp = ntmp; 1455 {
1486 betterby = i; 1456 tmp = ntmp;
1487 } 1457 betterby = i;
1458 }
1459 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1460 else if (arrow->type == ARROW && arrow->race == type)
1461 {
1489 /* allways prefer assasination/slaying */ 1462 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1463 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1464 {
1492 if (arrow->attacktype & AT_DEATH) { 1465 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1466 {
1494 return arrow; 1467 *better = 100;
1495 } else { 1468 return arrow;
1496 tmp = arrow; 1469 }
1470 else
1471 {
1472 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1473 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1474 }
1499 } else { 1475 }
1476 else
1477 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1478 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1479 {
1501 attacktype = 1<<attacknum; 1480 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1481 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) { 1482 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1483 {
1484 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1485 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1486 }
1507 } 1487 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1488 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1489 {
1490 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1491 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1492 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1493 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1494 {
1495 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1496 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1497 }
1498 }
1499 }
1516 } 1500 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1501 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1502 return find_arrow (op, type);
1521 1503
1522 *better = betterby; 1504 *better = betterby;
1523 return tmp; 1505 return tmp;
1524} 1506}
1525 1507
1526/* looks in a given direction, finds the first valid target, and calls 1508/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1509 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1510 * op = the shooter
1529 * type = bow->race 1511 * type = bow->race
1530 * dir = fire direction 1512 * dir = fire direction
1531 */ 1513 */
1532 1514
1515object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1516pick_arrow_target (object *op, const char *type, int dir)
1534{ 1517{
1535 object *tmp = NULL; 1518 object *tmp = NULL;
1536 mapstruct *m; 1519 maptile *m;
1537 int i, mflags, found, number; 1520 int i, mflags, found, number;
1538 sint16 x, y; 1521 sint16 x, y;
1539 1522
1540 if (op->map == NULL) 1523 if (op->map == NULL)
1541 return find_arrow(op, type); 1524 return find_arrow (op, type);
1542 1525
1543 /* do a dex check */ 1526 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1527 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))) 1528 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1529 return find_arrow (op, type);
1547 1530
1548 m = op->map; 1531 m = op->map;
1549 x = op->x; 1532 x = op->x;
1550 y = op->y; 1533 y = op->y;
1551 1534
1552 /* find the first target */ 1535 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1536 for (i = 0, found = 0; i < 20; i++)
1537 {
1554 x += freearr_x[dir]; 1538 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1539 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1540 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1541 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1542 {
1558 tmp = NULL; 1543 tmp = NULL;
1559 break; 1544 break;
1545 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1546 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1547 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1548 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1549 * perhaps a bad assumption.
1563 */ 1550 */
1564 tmp = NULL; 1551 tmp = NULL;
1565 break; 1552 break;
1566 } 1553 }
1567 if (mflags & P_IS_ALIVE) { 1554 if (mflags & P_IS_ALIVE)
1555 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1556 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1557 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1558 {
1571 break; 1559 found++;
1572 } 1560 break;
1561 }
1573 if (found) 1562 if (found)
1574 break; 1563 break;
1575 } 1564 }
1576 } 1565 }
1577 if (tmp == NULL) 1566 if (tmp == NULL)
1578 return find_arrow(op, type); 1567 return find_arrow (op, type);
1579 1568
1580 if (tmp->head) 1569 if (tmp->head)
1581 tmp = tmp->head; 1570 tmp = tmp->head;
1582 1571
1583 return find_better_arrow(op, tmp, type, &i); 1572 return find_better_arrow (op, tmp, type, &i);
1584} 1573}
1585 1574
1586/* 1575/*
1587 * Creature fires a bow - op can be monster or player. Returns 1576 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1577 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1580 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1581 * 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 1582 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1583 * player fire modes.
1595 */ 1584 */
1585int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1586fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1587{
1599 object *left, *bow; 1588 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1589 int bowspeed, mflags;
1602 mapstruct *m; 1590 maptile *m;
1603 1591
1604 if (!dir) { 1592 if (!dir)
1593 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1595 return 0;
1607 } 1596 }
1597
1608 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1610 else { 1600 else
1601 {
1611 for(bow=op->inv; bow; bow=bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1603 /* 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. 1604 * don't need to switch back and forth between bows and weapons.
1614 */ 1605 */
1615 if(bow->type==BOW) 1606 if (bow->type == BOW)
1616 break; 1607 break;
1617 1608
1618 if (!bow) { 1609 if (!bow)
1610 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1612 return 0;
1621 } 1613 }
1622 } 1614 }
1615
1623 if( !bow->race || !bow->skill) { 1616 if (!bow->race || !bow->skill)
1617 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1619 return 0;
1626 } 1620 }
1627 1621
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1623
1630 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1633 if (bowspeed < 1) 1628 if (bowspeed < 1)
1634 bowspeed = 1; 1629 bowspeed = 1;
1635 1630
1636 if (arrow == NULL) { 1631 if (arrow == NULL)
1632 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1633 if ((arrow = find_arrow (op, bow->race)) == NULL)
1634 {
1638 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1636 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 */ 1637 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1638 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1640 return 0;
1645 } 1641 }
1646 } 1642 }
1643
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1645 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1646 return 0;
1650 } 1647
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1649 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1651 return 0;
1654 } 1652 }
1655 1653
1656 /* this should not happen, but sometimes does */ 1654 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1655 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1656 {
1657 arrow->destroy ();
1658 return 0;
1659 }
1662 1660
1663 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1663 if (!arrow)
1664 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1666 return 0;
1669 return 0;
1670 } 1667 }
1671 set_owner(arrow, op); 1668
1672 if (arrow->skill) free_string(arrow->skill); 1669 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1670 arrow->skill = bow->skill;
1674 1671
1675 arrow->direction=dir; 1672 arrow->direction = dir;
1676 arrow->x = sx; 1673 arrow->x = sx;
1677 arrow->y = sy; 1674 arrow->y = sy;
1678 1675
1679 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1677 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1679 op->update_stats ();
1682 } 1680 }
1683 1681
1684 SET_ANIMATION(arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1685 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1686 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1687 arrow->spellarg = strdup (arrow->slaying);
1690 1688
1691 /* Note that this was different for monsters - they got their level 1689 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1690 * added to the damage. I think the strength bonus is more proper.
1693 */ 1691 */
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 1692
1693 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1694
1699 /* update the speed */ 1695 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1697 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 1698
1705 if (arrow->speed < 1.0) 1699 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1700 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1701 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1702 arrow->speed_left = 0;
1709 1703
1710 if (op->type == PLAYER) { 1704 if (op->type == PLAYER)
1705 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1708 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 1709
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1710 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1711 }
1712 else
1713 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1714 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; 1715 arrow->level = op->level;
1722 } 1716 }
1717
1723 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1720
1725 if (bow->slaying != NULL) 1721 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1722 arrow->slaying = bow->slaying;
1727 1723
1728 arrow->map = m; 1724 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1727
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1728 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); 1729 insert_ob_in_map (arrow, m, op, 0);
1735 1730
1736 if (!was_destroyed(arrow, tag)) 1731 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1732 move_arrow (arrow);
1738 1733
1739 if (op->type == PLAYER) { 1734 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1735 {
1736 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1737 esrv_del_item (op->contr, left->count);
1742 else 1738 else
1743 esrv_send_item(op, left); 1739 esrv_send_item (op, left);
1744 } 1740 }
1741
1745 return 1; 1742 return 1;
1746} 1743}
1747 1744
1748/* Special fire code for players - this takes into 1745/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1746 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1747 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1748 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1749 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1750 * hence the function name.
1754 */ 1751 */
1752int
1755int player_fire_bow(object *op, int dir) 1753player_fire_bow (object *op, int dir)
1756{ 1754{
1757 int ret=0, wcmod=0; 1755 int ret = 0, wcmod = 0;
1758 1756
1759 if (op->contr->bowtype == bow_bestarrow) { 1757 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1758 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1759 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); 1760 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1761 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1764 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1765 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1766 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1767 else if (op->contr->bowtype == bow_threewide)
1768 {
1769 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);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1770 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 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)]);
1772 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1773 else if (op->contr->bowtype == bow_spreadshot)
1774 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1775 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); 1776 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); 1777 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1778
1777 } else { 1779 }
1780 else
1781 {
1778 /* Simple case */ 1782 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1783 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1784 }
1781 return ret; 1785 return ret;
1782} 1786}
1783 1787
1784 1788
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1789/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1790 * Broken apart from 'fire' to keep it more readable.
1787 */ 1791 */
1792void
1788void fire_misc_object(object *op, int dir) 1793fire_misc_object (object *op, int dir)
1789{ 1794{
1790 object *item; 1795 object *item;
1791 1796
1792 if (!op->contr->ranges[range_misc]) { 1797 if (!op->contr->ranges[range_misc])
1798 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1799 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1800 return;
1795 } 1801 }
1796 1802
1797 item = op->contr->ranges[range_misc]; 1803 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1804 if (!item->inv)
1805 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1806 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1807 return;
1801 } 1808 }
1802 if (item->type == WAND) { 1809 if (item->type == WAND)
1810 {
1803 if(item->stats.food<=0) { 1811 if (item->stats.food <= 0)
1812 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1813 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)); 1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1815 return;
1807 } 1816 }
1817 }
1808 } else if (item->type == ROD || item->type==HORN) { 1818 else if (item->type == ROD || item->type == HORN)
1819 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1820 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1821 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1823 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1824 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)); 1825 else
1814 else 1826 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; 1827 return;
1818 } 1828 }
1819 } 1829 }
1820 1830
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1831 if (cast_spell (op, item, dir, item->inv, NULL))
1832 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1833 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1834 if (item->type == WAND)
1835 {
1824 if (!(--item->stats.food)) { 1836 if (!(--item->stats.food))
1825 object *tmp; 1837 {
1826 if (item->arch) { 1838 object *tmp;
1839
1840 if (item->arch)
1841 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
1829 item->speed = 0; 1844 item->speed = 0;
1830 update_ob_speed(item); 1845 update_ob_speed (item);
1831 } 1846 }
1832 if ((tmp=is_player_inv(item))) 1847 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1849 }
1835 } 1850 }
1836 else if (item->type == ROD || item->type==HORN) { 1851 else if (item->type == ROD || item->type == HORN)
1852 {
1837 drain_rod_charge(item); 1853 drain_rod_charge (item);
1838 } 1854 }
1839 } 1855 }
1840} 1856}
1841 1857
1842/* Received a fire command for the player - go and do it. 1858/* Received a fire command for the player - go and do it.
1843 */ 1859 */
1860void
1844void fire(object *op,int dir) { 1861fire (object *op, int dir)
1862{
1845 int spellcost=0; 1863 int spellcost = 0;
1846 1864
1847 /* check for loss of invisiblity/hide */ 1865 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1866 if (action_makes_visible (op))
1867 make_visible (op);
1849 1868
1850 switch(op->contr->shoottype) { 1869 switch (op->contr->shoottype)
1870 {
1851 case range_none: 1871 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; 1872 return;
1888 default: 1873
1874 case range_bow:
1875 player_fire_bow (op, dir);
1876 return;
1877
1878 case range_magic: /* Casting spells */
1879 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1880 return;
1881
1882 case range_misc:
1883 fire_misc_object (op, dir);
1884 return;
1885
1886 case range_golem: /* Control summoned monsters from scrolls */
1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1888 {
1889 op->contr->ranges[range_golem] = 0;
1890 op->contr->shoottype = range_none;
1891 }
1892 else
1893 control_golem (op->contr->ranges[range_golem], dir);
1894 return;
1895
1896 case range_skill:
1897 if (!op->chosen_skill)
1898 {
1899 if (op->type == PLAYER)
1900 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901 return;
1902 }
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return;
1905 case range_builder:
1906 apply_map_builder (op, dir);
1907 return;
1908 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1910 return;
1891 } 1911 }
1892} 1912}
1893 1913
1894 1914
1895 1915
1902 * inv is the objects inventory to searched 1922 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1923 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1924 * This function can be called recursively to search containers.
1905 */ 1925 */
1906 1926
1927object *
1907object * find_key(object *pl, object *container, object *door) 1928find_key (object *pl, object *container, object *door)
1908{ 1929{
1909 object *tmp,*key; 1930 object *tmp, *key;
1910 1931
1911 /* Should not happen, but sanity checking is never bad */ 1932 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1933 if (container->inv == NULL)
1934 return NULL;
1913 1935
1914 /* First, lets try to find a key in the top level inventory */ 1936 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1937 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1938 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1939 if (door->type == DOOR && tmp->type == KEY)
1940 break;
1917 /* For sanity, we should really check door type, but other stuff 1941 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1942 * (like containers) can be locked with special keys
1919 */ 1943 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1944 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1945 break;
1922 } 1946 }
1923 /* No key found - lets search inventories now */ 1947 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1948 /* 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 1949 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1950 * a key, return
1927 */ 1951 */
1928 if (!tmp) { 1952 if (!tmp)
1953 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1954 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1955 {
1930 /* No reason to search empty containers */ 1956 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1957 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1958 {
1959 if ((key = find_key (pl, tmp, door)) != NULL)
1960 return key;
1961 }
1962 }
1963 if (!tmp)
1964 return NULL;
1933 } 1965 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1966 /* 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 1967 * see if we actually want to use it
1939 */ 1968 */
1940 if (pl!=container) { 1969 if (pl != container)
1970 {
1941 /* Only let players use keys in containers */ 1971 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1972 if (!pl->contr)
1973 return NULL;
1943 /* cases where this fails: 1974 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1975 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1976 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1977 * If the container is not active, return now since only active
1947 * containers can be used. 1978 * containers can be used.
1948 * If we only search keyrings and the container does not have 1979 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1980 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1981 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1982 * inv must have been an container and must have been active.
1952 * 1983 *
1953 * Change the color so that the message doesn't disappear with 1984 * Change the color so that the message doesn't disappear with
1954 * all the others. 1985 * all the others.
1955 */ 1986 */
1956 if (pl->contr->usekeys == key_inventory || 1987 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1988 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1989 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1990 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1991 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1992 "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; 1993 return NULL;
1965 } 1994 }
1966 } 1995 }
1967 return tmp; 1996 return tmp;
1968} 1997}
1969 1998
1970/* moved door processing out of move_player_attack. 1999/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2000 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2001 * such that the caller should not do anything more,
1973 * 0 otherwise 2002 * 0 otherwise
1974 */ 2003 */
2004static int
1975static int player_attack_door(object *op, object *door) 2005player_attack_door (object *op, object *door)
1976{ 2006{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* 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 - 2008 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
1981 */ 2010 */
1982 object *key=find_key(op, op, door); 2011 object *key = find_key (op, op, door);
1983 2012
1984 /* IF we found a key, do some extra work */ 2013 /* IF we found a key, do some extra work */
1985 if (key) { 2014 if (key)
2015 {
1986 object *container=key->env; 2016 object *container = key->env;
1987 2017
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2018 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2019 if (action_makes_visible (op))
2020 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2021 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2023 if (door->type == DOOR)
2024 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2025 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2026 }
1994 else if(door->type==LOCKED_DOOR) { 2027 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2028 {
1996 "You open the door with the %s", query_short_name(key)); 2029 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 ;-) */ 2030 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2031 }
1999 /* Do this after we print the message */ 2032 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2033 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2034 /* Need to update the weight the container the key was in */
2002 if (container != op) 2035 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2036 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2037 return 1; /* Nothing more to do below */
2038 }
2005 } else if (door->type==LOCKED_DOOR) { 2039 else if (door->type == LOCKED_DOOR)
2040 {
2006 /* Might as well return now - no other way to open this */ 2041 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2042 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2043 return 1;
2009 } 2044 }
2010 return 0; 2045 return 0;
2011} 2046}
2012 2047
2013/* This function is just part of a breakup from move_player. 2048/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2018 */ 2053 */
2019 2054void
2020void move_player_attack(object *op, int dir) 2055move_player_attack (object *op, int dir)
2021{ 2056{
2022 object *tmp, *mon, *tpl; 2057 object *tmp, *mon;
2023 sint16 nx, ny; 2058 sint16 nx, ny;
2024 int on_battleground; 2059 int on_battleground;
2025 mapstruct *m; 2060 maptile *m;
2026 2061
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2062 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2063 ny = freearr_y[dir] + op->y;
2031 2064
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2033 2066
2034 /* If braced, or can't move to the square, and it is not out of the 2067 /* 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 2068 * 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 2069 * 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 2070 * 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 2071 * 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 2072 * 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 2073 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2074 * move_ob uses.
2042 */ 2075 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2076 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2077 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2078 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2080 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2081 if (!m)
2047 } 2082 return; /* Don't think this should happen */
2048 else m =tpl->map; 2083 }
2049 2084 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2085 m = op->map;
2086
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2088 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2090 return;
2053 } 2091 }
2054 2092
2055 mon = NULL; 2093 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* 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. 2095 * 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 2096 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2097 * on the space
2060 */ 2098 */
2061 while (tmp!=NULL) { 2099 while (tmp)
2100 {
2062 if (tmp == op) { 2101 if (tmp == op)
2063 tmp=tmp->above; 2102 {
2064 continue; 2103 tmp = tmp->above;
2065 } 2104 continue;
2105 }
2106
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2107 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2108 {
2068 break; 2109 mon = tmp;
2069 } 2110 break;
2111 }
2112
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2113 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2114 mon = tmp;
2115
2072 tmp=tmp->above; 2116 tmp = tmp->above;
2073 } 2117 }
2074 2118
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2120 return; /* into a wall */
2077 2121
2078 if(mon->head != NULL) 2122 if (mon->head)
2079 mon = mon->head; 2123 mon = mon->head;
2080 2124
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2126 if (player_attack_door (op, mon))
2127 return;
2083 2128
2084 /* The following deals with possibly attacking peaceful 2129 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2130 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2131 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2132 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2133 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2134 * and thus will not push them.
2090 */ 2135 */
2091 2136
2092 /* If the creature is a pet, push it even if the player is not 2137 /* 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 2138 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2139 * player owns it and it is either friendly or unagressive.
2095 */ 2140 */
2096 if ((op->type==PLAYER) 2141 if ((op->type == PLAYER)
2097#if COZY_SERVER 2142#if COZY_SERVER
2098 && 2143 &&
2099 ( 2144 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2145 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2146#else
2105 && get_owner(mon)==op 2147 && mon->owner == op
2106#endif 2148#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2150 {
2109 /* If we're braced, we don't want to switch places with it */ 2151 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2152 if (op->contr->braced)
2153 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2155 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2114 return; 2158 return;
2115 } 2159 }
2116 2160
2117 /* in certain circumstances, you shouldn't attack friendly 2161 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2162 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2163 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2164 * attack them either.
2121 */ 2165 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2169 (op->contr->peaceful
2170 || (mon->type == PLAYER
2171 && mon->contr->
2172 peaceful)) &&
2127#else 2173#else
2128 op->contr->peaceful && 2174 op->contr->peaceful &&
2129#endif 2175#endif
2130 !on_battleground 2176 !on_battleground))
2177 {
2178 if (!op->contr->braced)
2131 )) { 2179 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2181 (void) push_ob (mon, dir, op);
2135 } else { 2182 }
2183 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2185
2186 if (op->contr->tmp_invis || op->hide)
2187 make_visible (op);
2188 }
2189
2141 /* If the object is a boulder or other rollable object, then 2190 /* 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. 2191 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2192 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2193 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2194 {
2145 recursive_roll(mon,dir,op); 2195 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2196 if (action_makes_visible (op))
2147 } 2197 make_visible (op);
2198 }
2148 2199
2149 /* Any generic living creature. Including things like doors. 2200 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2201 * 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: 2202 * 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 2203 * 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. 2204 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2205 */
2155 2206
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2208 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2209 {
2159 2210
2160 /* If the player hasn't hit something this tick, and does 2211 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2212 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2213 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2214 * incurred a 1 tick offset.
2164 */ 2215 */
2165 if (!op->contr->has_hit) { 2216 if (!op->contr->has_hit)
2217 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2219
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2221 }
2170 2222
2171 skill_attack(mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2172 2224
2173 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2228 * the wiz.
2177 */ 2229 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2230 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)) { 2231 {
2180 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2233
2181 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2184 } 2237 }
2185 if(action_makes_visible(op)) make_visible(op); 2238
2186 } 2239 if (action_makes_visible (op))
2240 make_visible (op);
2241 }
2187 } /* if player should attack something */ 2242 } /* if player should attack something */
2188} 2243}
2189 2244
2245int
2190int move_player(object *op,int dir) { 2246move_player (object *op, int dir)
2247{
2191 int pick; 2248 int pick;
2192 object *transport = op->contr->transport;
2193 2249
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2250 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; 2251 return 0;
2252
2253 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9))
2255 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0;
2258 }
2259
2260 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2263
2264 op->facing = dir;
2265
2266 if (op->hide)
2267 do_hidden_move (op);
2268
2269 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2270 /*nop */ ;
2271 else if (op->contr->fire_on)
2272 fire (op, dir);
2273 else
2274 {
2275 move_player_attack (op, dir);
2276 pick = check_pick (op);
2277 }
2278
2279 /* Add special check for newcs players and fire on - this way, the
2280 * server can handle repeat firing.
2281 */
2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2283 op->direction = dir;
2284 else
2285 op->direction = 0;
2286
2287 /* Update how the player looks. Use the facing, so direction may
2288 * get reset to zero. This allows for full animation capabilities
2289 * for players.
2290 */
2291 animate_object (op, op->facing);
2292 return 0;
2256} 2293}
2257 2294
2258/* This is similar to handle_player, below, but is only used by the 2295/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2296 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2297 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2298 * the new speed values for commands.
2262 * 2299 *
2263 * Returns true if there are more actions we can do. 2300 * Returns true if there are more actions we can do.
2264 */ 2301 */
2302int
2265int handle_newcs_player(object *op) 2303handle_newcs_player (object *op)
2266{ 2304{
2267 if (op->contr->hidden) { 2305 if (op->contr->hidden)
2306 {
2268 op->invisible = 1000; 2307 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2308 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2309 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2310 * alternate it here for it to work correctly.
2272 */ 2311 */
2273 if (pticks & 2) op->invisible--; 2312 if (pticks & 2)
2313 op->invisible--;
2274 } 2314 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2315 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2316 {
2276 op->invisible--; 2317 op->invisible--;
2277 if(!op->invisible) { 2318 if (!op->invisible)
2319 {
2278 make_visible(op); 2320 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2321 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2322 }
2281 } 2323 }
2282 2324
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2284 flee_player(op); 2327 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2328 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2329 if (QUERY_FLAG (op, FLAG_SCARED))
2330 {
2287 op->speed_left--; 2331 op->speed_left--;
2288 return 0; 2332 return 0;
2289 } 2333 }
2290 } 2334 }
2291 2335
2292 /* I've been seeing crashes where the golem has been destroyed, but 2336 /* 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 2337 * 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 2338 * 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. 2339 * put this in a a workaround to clean up the golem pointer.
2296 */ 2340 */
2297 if (op->contr->ranges[range_golem] && 2341 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; 2342 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2343
2304 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2346 * called, so we recheck it here.
2307 */ 2347 */
2308 HandleClient(&op->contr->socket, op->contr); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2349 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 } 2350 ;
2351
2352 if (op->speed_left < 0)
2323 return 0; 2353 return 0;
2324}
2325 2354
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 {
2357 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--;
2359
2360 /* Instead of all the stuff below, let move_player take care
2361 * of it. Also, some of the skill stuff is only put in
2362 * there, as well as the confusion stuff.
2363 */
2364 move_player (op, op->direction);
2365 if (op->speed_left > 0)
2366 return 1;
2367 else
2368 return 0;
2369 }
2370
2371 return 0;
2372}
2373
2374int
2326int save_life(object *op) { 2375save_life (object *op)
2327 object *tmp; 2376{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2377 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; 2378 return 0;
2379
2380 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2381 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2382 {
2383 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2384 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2385
2386 if (op->contr)
2387 esrv_del_item (op->contr, tmp->count);
2388
2389 tmp->destroy ();
2390 CLEAR_FLAG (op, FLAG_LIFESAVE);
2391
2392 if (op->stats.hp < 0)
2393 op->stats.hp = op->stats.maxhp;
2394
2395 if (op->stats.food < 0)
2396 op->stats.food = 999;
2397
2398 op->update_stats ();
2399 return 1;
2400 }
2401
2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2404 enter_player_savebed (op); /* bring him home. */
2405 return 0;
2354} 2406}
2355 2407
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2408/* 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 2409 * 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 2410 * function will descend into containers. op is the object to start the search
2359 * from. 2411 * from.
2360 */ 2412 */
2413void
2361void remove_unpaid_objects(object *op, object *env) 2414remove_unpaid_objects (object *op, object *env)
2362{ 2415{
2363 object *next; 2416 object *next;
2364 2417
2365 while (op) { 2418 while (op)
2419 {
2366 next=op->below; /* Make sure we have a good value, in case 2420 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2421 * we remove object 'op'
2368 */ 2422 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2423 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2424 {
2425 op->remove ();
2371 op->x = env->x; 2426 op->x = env->x;
2372 op->y = env->y; 2427 op->y = env->y;
2373 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2430 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2431 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2432 else if (op->inv)
2378 op=next; 2433 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2434
2435 op = next;
2436 }
2437}
2382 2438
2383/* 2439/*
2384 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2443 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2444 * but there isn't one in the server directory.
2389 */ 2445 */
2446char *
2390char *gravestone_text (object *op) 2447gravestone_text (object *op)
2391{ 2448{
2392 static char buf2[MAX_BUF]; 2449 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2450 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2451 time_t now = time (NULL);
2395 2452
2396 strcpy (buf2, " R.I.P.\n\n"); 2453 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2455 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2456 else
2400 sprintf (buf, "%s\n", op->name); 2457 sprintf (buf, "%s\n", &op->name);
2458
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2459 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2460 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2462 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2463 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2464 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2466 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2467 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2468 if (op->type == PLAYER)
2469 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2470 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2471 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2472 strcat (buf2, buf);
2413 } 2473 }
2474
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2475 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2477 strcat (buf2, buf);
2478
2417 return buf2; 2479 return buf2;
2418} 2480}
2419 2481
2420 2482void
2421
2422void do_some_living(object *op) { 2483do_some_living (object *op)
2484{
2423 int last_food=op->stats.food; 2485 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2486 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2487 int over_hp, over_sp, over_grace;
2426 int i; 2488 int i;
2427 int rate_hp = 1200; 2489 int rate_hp = 1200;
2428 int rate_sp = 2500; 2490 int rate_sp = 2500;
2429 int rate_grace = 2000; 2491 int rate_grace = 2000;
2430 const int max_hp = 1; 2492 const int max_hp = 1;
2431 const int max_sp = 1; 2493 const int max_sp = 1;
2432 const int max_grace = 1; 2494 const int max_grace = 1;
2433 2495
2434 if (op->contr->outputs_sync) { 2496 if (op->contr->outputs_sync)
2497 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2498 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2499 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]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2501 }
2440 2502
2441 if(op->contr->state==ST_PLAYING) { 2503 if (op->contr->ns->state == ST_PLAYING)
2442 2504 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2507 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2509 else
2510 {
2448 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2513 }
2514
2451 if(op->contr->gen_sp >= 0 ) 2515 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2517 else
2518 {
2454 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2521 }
2522
2457 if(op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2525 else
2526 {
2460 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2528 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2529 }
2463 2530
2464 /* Regenerate Spell Points */ 2531 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2532 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2533 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2534 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) { 2535 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2536 {
2537 op->stats.sp++;
2469 /* dms do not consume food */ 2538 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2540 {
2541 op->stats.food--;
2472 if(op->contr->digestion<0) 2542 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2544 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; 2545 op->stats.food = last_food;
2546 }
2547 }
2548
2549 if (max_sp > 1)
2550 {
2551 over_sp = (gen_sp + 10) / rate_sp;
2552 if (over_sp > 0)
2553 {
2554 if (op->stats.sp < op->stats.maxsp)
2555 {
2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2559 op->stats.sp--;
2560
2561 if (op->stats.sp > op->stats.maxsp)
2562 op->stats.sp = op->stats.maxsp;
2563 }
2564 op->last_sp = 0;
2565 }
2566 else
2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2571 }
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 2572
2498 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2575 if (--op->last_grace < 0)
2576 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2579
2580 if (max_grace > 1)
2581 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2583 if (over_grace > 0)
2506 op->stats.sp += over_grace 2584 {
2585 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; 2586 + (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; 2587 op->last_grace = 0;
2509 } else { 2588 }
2589 else
2590 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2592 }
2512 } else { 2593 }
2594 else
2595 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2596 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2597 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2598 /* wearing stuff doesn't detract from grace generation. */
2516 } 2599 }
2517 2600
2518 /* Regenerate Hit Points */ 2601 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2602 if (--op->last_heal < 0)
2603 {
2520 if(op->stats.hp<op->stats.maxhp) { 2604 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2605 {
2606 op->stats.hp++;
2522 /* dms do not consume food */ 2607 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2609 {
2610 op->stats.food--;
2525 if(op->contr->digestion<0) 2611 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2613 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; 2614 op->stats.food = last_food;
2615 }
2616 }
2617
2618 if (max_hp > 1)
2619 {
2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2621 if (over_hp > 0)
2622 {
2623 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2624 op->last_heal = 0;
2625 }
2626 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 }
2630 }
2631 else
2632 {
2633 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 }
2530 } 2635 }
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 2636
2546 /* Digestion */ 2637 /* Digestion */
2547 if(--op->last_eat<0) { 2638 if (--op->last_eat < 0)
2639 {
2548#ifdef COZY_SERVER 2640#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2641 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2642 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2643#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2644 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 2645#endif
2556 2646
2557 if(op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2649 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2561 /* dms do not consume food */ 2652 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2654 op->stats.food--;
2564 } 2655 }
2565 2656
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2658 {
2659 object *tmp, *flesh = 0;
2568 2660
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2662 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2664 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2668 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2670 break;
2576 } 2671 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2672 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2673 flesh = tmp;
2579 } /* end of for loop */ 2674 } /* End if paid for object */
2675 } /* end of for loop */
2676
2580 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2678 * eat flesh instead.
2582 */ 2679 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2681 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2683 manual_apply (op, flesh, 0);
2586 } 2684 }
2587 } /* end if player is starving */ 2685 }
2588 2686
2589 while(op->stats.food<0&&op->stats.hp>0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2591 2689
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2691 kill_player (op);
2692 }
2594} 2693}
2595
2596
2597 2694
2598/* If the player should die (lack of hp, food, etc), we call this. 2695/* 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 2696 * 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 2697 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2698 * file.
2602 */ 2699 */
2700void
2603void kill_player(object *op) 2701kill_player (object *op)
2604{ 2702{
2605 char buf[MAX_BUF]; 2703 char buf[MAX_BUF];
2606 int x,y,i; 2704 int x, y;
2705
2706 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2707 maptile *map; /* this is for resurrection */
2708
2608 int z; 2709 /* int z;
2609 int num_stats_lose; 2710 int num_stats_lose;
2610 int lost_a_stat; 2711 int lost_a_stat;
2611 int lose_this_stat; 2712 int lose_this_stat;
2612 int this_stat; 2713 int this_stat; */
2613 int will_kill_again; 2714 int will_kill_again;
2614 archetype *at; 2715 archetype *at;
2615 object *tmp; 2716 object *tmp;
2616 2717
2617 if(save_life(op)) 2718 if (save_life (op))
2618 return; 2719 return;
2619 2720
2620 2721
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2722 /* 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. 2723 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2724 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2725 */
2625 if (op_on_battleground(op, &x, &y)) { 2726 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2727 {
2627 "You have been defeated in combat!"); 2728 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, 2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2730
2630
2631 /* restore player */ 2731 /* restore player */
2632 at = find_archetype("poisoning"); 2732 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2733 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2734 if (tmp)
2635 remove_ob(tmp); 2735 {
2636 free_object(tmp); 2736 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2738 }
2639 2739
2640 at = find_archetype("confusion"); 2740 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2741 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2742 if (tmp)
2643 remove_ob(tmp); 2743 {
2644 free_object(tmp); 2744 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2746 }
2647 2747
2648 cure_disease(op,0); /* remove any disease */ 2748 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2750 if (op->stats.food <= 0)
2651 2751 op->stats.food = 999;
2752
2652 /* create a bodypart-trophy to make the winner happy */ 2753 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2754 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2755 if (tmp != NULL)
2655 { 2756 {
2656 sprintf(buf,"%s's finger",op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2758 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2762 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2765 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2766 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2767 }
2768
2669 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2771 op->contr->braced = 0;
2672 return; 2772 return;
2673 } 2773 }
2674 2774
2675 INVOKE_PLAYER (DEATH, op->contr); 2775 INVOKE_PLAYER (DEATH, op->contr);
2676 2776
2677 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2678 2778
2679 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2680 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2783 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..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2785 op->stats.food = 999;
2684 return; 2786 return;
2685 } 2787 }
2686 sprintf(buf,"%s starved to death.",op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2688 } 2792 {
2689 else {
2690 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2795 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..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2694 return; 2798 return;
2695 } 2799 }
2696 sprintf(buf,"%s died.",op->name); 2800 sprintf (buf, "%s died.", &op->name);
2697 } 2801 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2803
2700 /* save the map location for corpse, gravestone*/ 2804 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2805 x = op->x;
2806 y = op->y;
2807 map = op->map;
2702 2808
2703 2809
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2811 * 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. 2812 * See the config.h file for a little more in depth detail about this.
2708 */ 2813 */
2709 2814
2710 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2817 * of death.
2713 */ 2818 */
2714#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2716 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2824 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2827 little bit harder. */
2722 /* GD */ 2828 /* GD */
2723 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2830 num_stats_lose = 1;
2725 else 2831 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2833 }
2834 else
2835 {
2728 num_stats_lose = 1; 2836 num_stats_lose = 1;
2729 } 2837 }
2730 lost_a_stat = 0; 2838 lost_a_stat = 0;
2731 2839
2732 for (z=0; z<num_stats_lose; z++) { 2840 for (z = 0; z < num_stats_lose; z++)
2841 {
2733 i = RANDOM() % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
2734 2843
2735 if (settings.stat_loss_on_death) { 2844 if (settings.stat_loss_on_death)
2845 {
2736 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2847 * what he lost.
2738 */ 2848 */
2739 change_attr_value(&(op->stats), i,-1); 2849 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2850 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2854 lost_a_stat = 1;
2745 } else { 2855 }
2856 else
2857 {
2746 /* deplete a stat */ 2858 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2859 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2749 2864 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2865 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2866 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 2867 }
2783 if (lose_this_stat) { 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
2870 {
2871 /* GD */
2872 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2873 this_stat = get_attr_value (&(dep->stats), i);
2874 if (this_stat < 0)
2875 {
2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2877 int keep_chance = this_stat * this_stat;
2878
2879 /* Yes, I am paranoid. Sue me. */
2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2885 {
2886 lose_this_stat = 0;
2887 /* Take loss chance vs keep chance to see if we
2888 retain the stat. */
2889 }
2890 else
2891 {
2892 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
2897 }
2898 }
2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2904 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2905 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2906 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2907 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2908 * difference.
2790 */ 2909 */
2791 if (this_stat>=-50) { 2910 if (this_stat >= -50)
2911 {
2792 change_attr_value(&(dep->stats), i, -1); 2912 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2913 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2915 op->update_stats ();
2796 lost_a_stat = 1; 2916 lost_a_stat = 1;
2797 } 2917 }
2798 } 2918 }
2919 }
2799 } 2920 }
2800 }
2801 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2922 if (!lost_a_stat)
2803 { 2923 {
2804 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2925 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2926 const char *god = determine_god (op);
2927
2807 if (god && (strcmp(god, "none"))) 2928 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2929 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" 2930 else
2810 " you.", god); 2931 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 } 2932 }
2933#else
2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2935#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 2936
2819 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2938 * exp loss on the stone.
2821 */ 2939 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2942 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2944 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2945 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" 2946 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; 2947 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2949
2836 /**************************************/ 2950 /**************************************/
2837 /* */ 2951 /* */
2838 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
2841 /* */ 2955 /* */
2842 /**************************************/ 2956 /**************************************/
2843 2957
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2958 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2959 /* restore player */
2846 at = find_archetype("poisoning"); 2960 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2962
2848 if (tmp) { 2963 if (tmp)
2849 remove_ob(tmp); 2964 {
2850 free_object(tmp); 2965 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2967 }
2853 2968
2854 at = find_archetype("confusion"); 2969 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2970 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2971 if (tmp)
2857 remove_ob(tmp); 2972 {
2858 free_object(tmp); 2973 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2975 }
2976
2861 cure_disease(op,0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
2862 2978
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2980 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2981 if (op->stats.food < 100)
2982 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2986
2870 /* 2987 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2988 * 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 2989 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2990 * in the map.
2874 */ 2991 */
2875 2992
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2993 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2995
2884 /****************************************/ 2996 /****************************************/
2885 /* */ 2997 /* */
2886 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
2888 /* */ 3000 /* */
2889 /****************************************/ 3001 /****************************************/
2890 3002
2891 enter_player_savebed(op); 3003 enter_player_savebed (op);
2892 3004
2893 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3006 * chance of abuse.
2895 */ 3007 */
2896 op->contr->braced=0; 3008 op->contr->braced = 0;
2897 save_player(op,1); 3009 op->contr->save ();
2898 3010
2899 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3014 * on the space that might harm the player.
2903 */ 3015 */
2904 will_kill_again=0; 3016 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
2908 } 3020
2909 if (will_kill_again) { 3021 if (will_kill_again)
3022 {
2910 object *force; 3023 object *force;
2911 int at; 3024 int at;
2912 3025
2913 force=get_archetype(FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3028 force->speed = 0.1;
2916 force->speed_left=-5.0; 3029 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3031 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3033 force->resist[at] = 100;
2921 } 3034
2922 insert_ob_in_ob(force, op); 3035 insert_ob_in_ob (force, op);
2923 fix_player(op); 3036 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3037
3038 }
3039
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3040 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} 3041}
2999 3042
3000 3043void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3044loot_object (object *op)
3045{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3046 object *tmp, *tmp2, *next;
3003 3047
3048 if (op->container)
3004 if (op->container) { /* close open sack first */ 3049 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3050
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3051 for (tmp = op->inv; tmp; tmp = next)
3052 {
3009 next=tmp->below; 3053 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3054
3011 remove_ob(tmp); 3055 if (tmp->invisible)
3056 continue;
3057
3058 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3059 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3060 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3061 { /* empty container to ground */
3015 } 3062 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3063 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3065 {
3018 if(tmp->nrof>1) { 3066 if (tmp->nrof > 1)
3067 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3069 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3071 }
3072 else
3073 tmp->destroy ();
3074 }
3022 } else 3075 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3076 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3077 }
3027} 3078}
3028 3079
3029/* 3080/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3081 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3082 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3083 * was changed.
3033 */ 3084 */
3034 3085
3086void
3035void fix_weight(void) { 3087fix_weight (void)
3036 player *pl; 3088{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3089 for_all_players (pl)
3090 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3092
3039 if(old == sum) 3093 if (old == sum)
3040 continue; 3094 continue;
3041 fix_player(pl->ob); 3095 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3097 }
3045} 3098}
3046 3099
3100void
3047void fix_luck(void) { 3101fix_luck (void)
3048 player *pl; 3102{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3103 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3105 pl->ob->change_luck (0);
3052} 3106}
3053
3054 3107
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3058 */ 3111 */
3059
3060void 3112void
3061cast_dust (object * op, object * throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3062{ 3114{
3063 object *skop, *spob; 3115 object *skop, *spob;
3064 3116
3065 skop = find_skill_by_name (op, throw_ob->skill); 3117 skop = find_skill_by_name (op, throw_ob->skill);
3066 3118
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3119 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3120 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3121 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3122 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3123 return;
3073 } 3124 }
3074 3125
3075 spob = throw_ob->inv; 3126 spob = throw_ob->inv;
3076 3127
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3128 // 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 3129 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3130 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3131 if (!spob)
3081 { 3132 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3133 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; 3134 return;
3085 } 3135 }
3086 3136
3087 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3138 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3139
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3140 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3141
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3142 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3143}
3096 3144
3145void
3097void make_visible (object *op) { 3146make_visible (object *op)
3147{
3098 op->hide = 0; 3148 op->hide = 0;
3099 op->invisible = 0; 3149 op->invisible = 0;
3100 if(op->type==PLAYER) { 3150 if (op->type == PLAYER)
3151 {
3101 op->contr->tmp_invis = 0; 3152 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3153 op->contr->invis_race = 0;
3103 } 3154 }
3104 update_object(op,UP_OBJ_FACE); 3155 update_object (op, UP_OBJ_FACE);
3105} 3156}
3106 3157
3158int
3107int is_true_undead(object *op) { 3159is_true_undead (object *op)
3160{
3108 object *tmp=NULL; 3161 object *tmp = NULL;
3109 3162
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164 return 1;
3111 3165
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; 3166 return 0;
3117} 3167}
3118 3168
3119/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3171 * indicate greater hideability.
3122 */ 3172 */
3123 3173
3174int
3124int hideability(object *ob) { 3175hideability (object *ob)
3176{
3125 int i,level=0, mflag; 3177 int i, level = 0, mflag;
3126 sint16 x,y; 3178 sint16 x, y;
3127 3179
3128 if(!ob||!ob->map) return 0; 3180 if (!ob || !ob->map)
3181 return 0;
3129 3182
3130 /* so, on normal lighted maps, its hard to hide */ 3183 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3184 level = ob->map->darkness - 2;
3132 3185
3133 /* this also picks up whether the object is glowing. 3186 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3187 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3188 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3189 if (has_carried_lights (ob))
3190 level = -(10 + (2 * ob->map->darkness));
3137 3191
3138 /* scan through all nearby squares for terrain to hide in */ 3192 /* 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]) { 3193 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3194 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3195 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3196 if (mflag & P_OUT_OF_MAP)
3197 {
3198 continue;
3199 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3200 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3201 level += 2;
3144 else /* open terrain! */ 3202 else /* open terrain! */
3145 level -= 1; 3203 level -= 1;
3146 } 3204 }
3147 3205
3148#if 0 3206#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3207 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3208#endif
3151 return level; 3209 return level;
3152} 3210}
3153 3211
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3212/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3213 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3214 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3215 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3216 */
3159 3217
3218void
3160void do_hidden_move (object *op) { 3219do_hidden_move (object *op)
3220{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3221 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3222 object *skop;
3163 3223
3164 if(!op || !op->map) return; 3224 if (!op || !op->map)
3225 return;
3165 3226
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3227 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3228
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3229 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3230 if (op->type == PLAYER && op->contr->run_on)
3231 {
3170 if(!skop || num >= skop->level) { 3232 if (!skop || num >= skop->level)
3233 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3234 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3235 make_visible (op);
3173 return; 3236 return;
3174 } else num += 20; 3237 }
3238 else
3239 num += 20;
3175 } 3240 }
3176 num += op->map->difficulty; 3241 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3242 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3243 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 {
3180 make_visible(op); 3246 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3247 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3248 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3249 }
3184 else if (op->type == PLAYER && skop) { 3250 else if (op->type == PLAYER && skop)
3251 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3252 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3253 }
3187} 3254}
3188 3255
3189/* determine if who is standing near a hostile creature. */ 3256/* determine if who is standing near a hostile creature. */
3190 3257
3258int
3191int stand_near_hostile( object *who ) { 3259stand_near_hostile (object *who)
3260{
3192 object *tmp=NULL; 3261 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3262 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3263 maptile *m;
3195 sint16 x,y; 3264 sint16 x, y;
3196 3265
3197 if(!who) return 0; 3266 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; 3267 return 0;
3268
3269 if (who->type == PLAYER)
3270 player = 1;
3271
3272 else
3273 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3274
3275 /* search adjacent squares */
3276 for (i = 1; i < 9; i++)
3277 {
3278 x = who->x + freearr_x[i];
3279 y = who->y + freearr_y[i];
3280 m = who->map;
3281 mflags = get_map_flags (m, &m, x, y, &x, &y);
3282 /* space must be blocked if there is a monster. If not
3283 * blocked, don't need to check this space.
3284 */
3285 if (mflags & P_OUT_OF_MAP)
3286 continue;
3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3288 continue;
3289
3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3291 {
3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3293 return 1;
3294 else if (tmp->type == PLAYER)
3295 {
3296 /*don't let a hidden DM prevent you from hiding */
3297 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3298 return 1;
3299 }
3300 }
3301 }
3302 return 0;
3227} 3303}
3228 3304
3229/* check the player los field for viewability of the 3305/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3306 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3307 * 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. 3314 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3315 * -b.t.
3240 * This function is now map tiling safe. 3316 * This function is now map tiling safe.
3241 */ 3317 */
3242 3318
3319int
3243int player_can_view (object *pl,object *op) { 3320player_can_view (object *pl, object *op)
3321{
3244 rv_vector rv; 3322 rv_vector rv;
3245 int dx,dy; 3323 int dx, dy;
3246 3324
3247 if(pl->type!=PLAYER) { 3325 if (pl->type != PLAYER)
3326 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3327 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; 3328 return -1;
3274 op = op->more;
3275 } 3329 }
3330 if (!pl || !op)
3276 return 0; 3331 return 0;
3332
3333 if (op->head)
3334 {
3335 op = op->head;
3336 }
3337 get_rangevector (pl, op, &rv, 0x1);
3338
3339 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any
3341 * part that is in the los array but isnt on
3342 * a blocked los square.
3343 * we use the archetype to figure out offsets.
3344 */
3345 while (op)
3346 {
3347 dx = rv.distance_x + op->arch->clone.x;
3348 dy = rv.distance_y + op->arch->clone.y;
3349
3350 /* only the viewable area the player sees is updated by LOS
3351 * code, so we need to restrict ourselves to that range of values
3352 * for any meaningful values.
3353 */
3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3357 return 1;
3358 op = op->more;
3359 }
3360 return 0;
3277} 3361}
3278 3362
3279/* routine for both players and monsters. We call this when 3363/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3364 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3365 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3366 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3367 * return 0.
3284 */ 3368 */
3369int
3285int action_makes_visible (object *op) { 3370action_makes_visible (object *op)
3371{
3286 3372
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3373 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3374 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3375 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3376 return 0;
3290 3377
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3378 if (op->contr && op->contr->tmp_invis == 0)
3379 return 0;
3292 3380
3293 /* If monsters, they should become visible */ 3381 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3382 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3383 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3384 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3385 return 1;
3297 } 3386 }
3298 } 3387 }
3299 return 0; 3388 return 0;
3300} 3389}
3301 3390
3302/* op_on_battleground - checks if the given object op (usually 3391/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3392 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3393 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3394 * -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 3395 * 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 3396 * 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 3397 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3398 */
3399int
3310int op_on_battleground (object *op, int *x, int *y) { 3400op_on_battleground (object *op, int *x, int *y)
3401{
3311 object *tmp; 3402 object *tmp;
3312 3403
3313 /* A battleground-tile needs the following attributes to be valid: 3404 /* 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), 3405 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3406 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3407 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3408 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3409 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3410 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3411 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3412 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3413 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3415 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3416 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3417 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3418 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3419 {
3326 object *invtmp; 3420 object *invtmp;
3421
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3422 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3423 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3424 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3425 {
3426 if (x != NULL && y != NULL)
3427 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3428 return 1;
3429 }
3430 }
3431 }
3330 if (x != NULL && y != NULL) 3432 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3433 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3434 return 1;
3333 } 3435 }
3334 } 3436 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3437 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3438 /* If we got here, did not find a battleground */
3343 return 0; 3439 return 0;
3344} 3440}
3345 3441
3346/* 3442/*
3350 * attributes: 3446 * attributes:
3351 * object *who the dragon player 3447 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3448 * int atnr the attack-number of the ability focus
3353 * int level ability level 3449 * int level ability level
3354 */ 3450 */
3451void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3452dragon_ability_gain (object *who, int atnr, int level)
3453{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3454 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3455 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3456 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3457 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3458 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3459 int i = 0, j = 0;
3362 3460
3363 /* get the appropriate treasurelist */ 3461 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3462 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3463 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3464 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3465 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3466 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3467 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3468 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3469 trlist = find_treasurelist ("dragon_ability_poison");
3372 3470
3373 if (trlist == NULL || who->type != PLAYER) 3471 if (trlist == NULL || who->type != PLAYER)
3374 return; 3472 return;
3375 3473
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3474 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3475
3378
3379 if (tr == NULL || tr->item == NULL) { 3476 if (tr == NULL || tr->item == NULL)
3477 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3478 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3479 return;
3382 } 3480 }
3383 3481
3384 /* everything seems okay - now bring on the gift: */ 3482 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3483 item = &(tr->item->clone);
3386 3484
3387 if (item->type == SPELL) { 3485 if (item->type == SPELL)
3486 {
3388 if (check_spell_known (who, item->name)) 3487 if (check_spell_known (who, item->name))
3389 return; 3488 return;
3390 3489
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3490 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); 3491 do_learn_spell (who, item, 0);
3393 return; 3492 return;
3394 } 3493 }
3395 3494
3396 /* grant direct spell */ 3495 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3496 if (item->type == SPELLBOOK)
3497 {
3398 if (!item->inv) { 3498 if (!item->inv)
3499 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3500 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3501 return;
3402 } 3502 }
3403 if (check_spell_known (who, item->inv->name)) 3503 if (check_spell_known (who, item->inv->name))
3404 return; 3504 return;
3405 if (item->invisible) { 3505 if (item->invisible)
3506 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3507 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); 3508 do_learn_spell (who, item->inv, 0);
3408 return; 3509 return;
3409 } 3510 }
3410 } 3511 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3512 else if (item->type == SKILL_TOOL && item->invisible)
3513 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3514 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3515 {
3413 3516
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3517 /* 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 3518 * 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, 3519 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3520 * but not all of them, he gets nothing.
3418 */ 3521 */
3419 if (!(skop->attacktype & item->attacktype)) { 3522 if (!(skop->attacktype & item->attacktype))
3523 {
3420 /* Give new attacktype */ 3524 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3525 skop->attacktype |= item->attacktype;
3422 3526
3423 /* always add physical if there's none */ 3527 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3528 skop->attacktype |= AT_PHYSICAL;
3425 3529
3426 if (item->msg != NULL) 3530 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3531 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3532
3429 /* Give player new face */ 3533 /* Give player new face */
3430 if (item->animation_id) { 3534 if (item->animation_id)
3535 {
3431 who->face = skop->face; 3536 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3537 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3538 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3539 who->last_anim = 0;
3435 who->state = 0; 3540 who->state = 0;
3436 animate_object(who, who->direction); 3541 animate_object (who, who->direction);
3437 } 3542 }
3543 }
3544 }
3438 } 3545 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3546 else if (item->type == FORCE)
3547 {
3442 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3549 object *skin;
3550
3444 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3552 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3554 ;
3448 3555
3556 if (!skin)
3557 return;
3558
3449 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3561 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3562 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3563
3453 /* print message */ 3564 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3565 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3566 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3567 {
3457 if (j) 3568 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3569 {
3459 else 3570 if (j)
3460 j = 1; 3571 strcat (buf, " and ");
3572 else
3573 j = 1;
3461 strcat(buf, spellpathnames[i]); 3574 strcat (buf, spellpathnames[i]);
3462 } 3575 }
3463 } 3576 }
3464 strcat(buf,"."); 3577 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3578 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3579 }
3467 3580
3468 /* evtl. adding flags: */ 3581 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3582 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3583 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3584 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3585 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3586 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3587 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3588
3476 /* print message if there is one */ 3589 /* print message if there is one */
3477 if (item->msg != NULL) 3590 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3591 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3592 }
3593 else
3479 } 3594 {
3480 else {
3481 /* generate misc. treasure */ 3595 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3596 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3597 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); 3598 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3600 esrv_send_item (who, tmp);
3487 } 3601 }
3488} 3602}
3489 3603
3490/** 3604/**
3491 * Unready an object for a player. This function does nothing if the object was 3605 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3606 * not readied.
3493 */ 3607 */
3608void
3494void player_unready_range_ob(player *pl, object *ob) { 3609player_unready_range_ob (player *pl, object *ob)
3610{
3495 rangetype i; 3611 rangetype i;
3496 3612
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614 {
3498 if (pl->ranges[i] == ob) { 3615 if (pl->ranges[i] == ob)
3616 {
3499 pl->ranges[i] = NULL; 3617 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3618 if (pl->shoottype == i)
3619 {
3501 pl->shoottype = range_none; 3620 pl->shoottype = range_none;
3502 } 3621 }
3503 } 3622 }
3504 } 3623 }
3505} 3624}

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