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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 1.63 by root, Mon Dec 25 17:11:17 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 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point.
237 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice;
242 p->Swap_First = -1;
243
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
249
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300}
301
302 158
303/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
304static void set_first_map(object *op) 161set_first_map (object *op)
305{ 162{
306 strcpy(op->contr->maplevel, first_map_path); 163 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 164 op->x = -1;
308 op->y = -1; 165 op->y = -1;
309 enter_exit(op, NULL); 166 enter_exit (op, 0);
310} 167}
311 168
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))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 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 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314}
315
316void
317player::do_destroy ()
318{
319 attachable::do_destroy ();
320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355
356 attachable::do_destroy ();
357}
358
359player::~player ()
360{
361 /* Clear item stack */
362 free (stack_items);
363}
364
312/* Tries to add player on the connection passwd in ns. 365/* 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 366 * All we can really get in this is some settings like host and display
314 * mode. 367 * mode.
315 */ 368 */
369player *
370player::create ()
371{
372 player *pl = new player;
316 373
317int add_player(NewSocket *ns) { 374 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 375
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; 376 return pl;
340} 377}
341 378
342/* 379/*
343 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
346 */ 383 */
384archetype *
347archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
348{ 386{
349 archetype *start = at; 387 archetype *start = at;
388
350 for (;;) { 389 for (;;)
390 {
351 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
352 at=first_archetype; 392 at = first_archetype;
353 else 393 else
354 at=at->next; 394 at = at->next;
395
355 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
356 return at; 397 return at;
398
357 if (at == start) { 399 if (at == start)
400 {
358 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 402 exit (-1);
360 } 403 }
361 } 404 }
362} 405}
363 406
364 407object *
365object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
366 object *op = NULL; 410 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 411 objectlink *ol;
369 unsigned lastdist; 412 unsigned lastdist;
370 rv_vector rv; 413 rv_vector rv;
371 414
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
416 {
373 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
377 */ 421 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
379 object *tmp=ol->ob; 424 object *tmp = ol->ob;
380 425
381 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 427 * itself will have been cleared.
383 */ 428 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 430 ol = ol->next;
386 remove_friendly_object(tmp); 431 remove_friendly_object (tmp);
387 if (!ol) return op; 432 if (!ol)
388 } 433 return op;
434 }
389 435
390 /* Remove special check for player from this. First, it looks to cause 436 /* 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 437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 438 * 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 439 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 440 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 441 * on_same_map check, as can_detect_enemy also does this
396 */ 442 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 443 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 444 continue;
399 445
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) { 446 if (lastdist > rv.distance)
409 op=pl->ob; 447 {
448 op = ol->ob;
410 lastdist=rv.distance; 449 lastdist = rv.distance;
450 }
411 } 451 }
412 } 452
413 } 453 for_all_players (pl)
454 if (can_detect_enemy (mon, pl->ob, &rv))
455 if (lastdist > rv.distance)
456 {
457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
414#if 0 461#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 463#endif
417 return op; 464 return op;
418} 465}
419 466
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 467/* 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 468 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 469 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 485 * is probably not a good thing.
439 */ 486 */
440#define MAX_SPACES 50 487#define MAX_SPACES 50
441
442 488
443/* 489/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * 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. 505 * 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, 506 * 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 507 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 508 * is blocking itself.
463 */ 509 */
510int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 511path_to_player (object *mon, object *pl, unsigned mindiff)
512{
465 rv_vector rv; 513 rv_vector rv;
466 sint16 x,y; 514 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 516 maptile *m, *lastmap;
469 517
470 get_rangevector(mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
471 519
472 if (rv.distance<mindiff) return 0; 520 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; 521 return 0;
725}
726 522
727void confirm_password(object *op) { 523 x = mon->x;
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529 /* If we can't solve it within the search distance, return now. */
530 if (diff > max)
531 return 0;
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
728 539
729 op->contr->write_buf[0]='\0'; 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 541 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}
733 542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623 if (diff <= 1)
624 {
625 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance.
627 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630 }
631 if (diff > max)
632 return 0;
633 }
634 /* If we reached the max, didn't find a direction in time */
635 if (!max)
636 return 0;
637
638 return firstdir;
639}
640
641void
642give_initial_items (object *pl, treasurelist * items)
643{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648
649 for (op = pl->inv; op; op = next)
650 {
651 next = op->below;
652
653 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way
655 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657 SET_FLAG (op, FLAG_APPLIED);
658
659 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions
661 */
662 if (pl->type == PLAYER)
663 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665 (op->type == ARMOUR || op->type == BOOTS ||
666 op->type == CLOAK || op->type == HELMET ||
667 op->type == SHIELD || op->type == GLOVES ||
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 {
670 op->destroy ();
671 continue;
672 }
673 }
674
675 /* This really needs to be better - we should really give
676 * a substitute spellbook. The problem is that we don't really
677 * have a good idea what to replace it with (need something like
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */
681 if (op->type == SPELLBOOK || op->type == SKILL)
682 {
683 object *tmp;
684
685 for (tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 {
691 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693 continue;
694 }
695
696 if (op->nrof > 1)
697 op->nrof = 1;
698 }
699
700 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704
705 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be
707 * merged properly.
708 */
709 if (need_identify (op))
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */
730
731 /* Need to set up the skill pointers */
732 link_player_skills (pl);
733}
734
735void
734void get_party_password(object *op, partylist *party) { 736get_party_password (object *op, partylist *party)
737{
735 if (party == NULL) { 738 if (party == NULL)
739 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 741 return;
738 } 742 }
743
739 op->contr->write_buf[0]='\0'; 744 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 748}
744
745 749
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751static int
747int roll_stat(void) { 752roll_stat (void)
753{
748 int a[4],i,j,k; 754 int a[4], i, j, k;
749 755
750 for(i=0;i<4;i++) 756 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 757 a[i] = (int) RANDOM () % 6 + 1;
752 758
753 for(i=0,j=0,k=7;i<4;i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 760 if (a[i] < k)
755 k=a[i],j=i; 761 k = a[i], j = i;
756 762
757 for(i=0,k=0;i<4;i++) { 763 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 764 if (i != j)
759 k+=a[i]; 765 k += a[i];
760 } 766
761 return k; 767 return k;
762} 768}
763 769
764void roll_stats(object *op) { 770void
765 int sum=0; 771object::roll_stats ()
766 int i = 0, j = 0; 772{
767 int statsort[7]; 773 int statsort [7];
768 774
775 for (;;)
769 do { 776 {
770 op->stats.Str=roll_stat(); 777 int sum = 0;
771 op->stats.Dex=roll_stat(); 778 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 779 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);
781 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
782 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 786 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;
790 787
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]; 788 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
810 795
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; 796 stats.exp = 0;
822 op->stats.ac=0; 797 stats.ac = 0;
823 798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
824 op->contr->levhp[1] = 9; 805 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 806 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 807 contr->levgrace[1] = 3;
827 808
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; 809 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 } 810 }
811}
921 812
922#if 0 813void
923 /* So that enter_exit will put us at startx/starty */ 814object::swap_stats (int a, int b)
924 op->x= -1; 815{
816 int tmp = get_attr_value (&contr->orig_stats, a);
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
925 819
926 enter_exit(op,NULL); 820 stats.Str = contr->orig_stats.Str;
927#endif 821 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 822 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 823 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 824 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"); 825 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 826 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;
942 827
943 case 'q': 828 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 829 // be merged with the similar code in roll_stats
945 play_again(op); 830 stats.ac = 0;
946 return 1;
947 831
948 default: 832 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 833 stats.exp = 0;
950 return 0; 834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
951 } 841 {
952 return 0; 842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
953} 848}
954 849
955/* This function takes the key that is passed, and does the 850/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 851 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 852 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 853 * separate race and class; this actually changes the RACE,
959 * not the class. 854 * not the class.
960 */ 855 */
961 856int
962int key_change_class(object *op, char key) 857key_change_class (object *op, char key)
963{ 858{
964 int tmp_loop; 859 int tmp_loop;
965 860
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 861 if (key == 'd' || key == 'D')
862 {
972 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
973 864
974 /* this must before then initial items are given */ 865 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 866 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 867
868 treasurelist *tl = find_treasurelist ("starting_wealth");
869 if (tl)
870 create_treasure (tl, op, 0, 0, 0);
871
978 INVOKE_PLAYER (BIRTH, op->contr); 872 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 873 INVOKE_PLAYER (LOGIN, op->contr);
980 874
981 op->contr->state=ST_PLAYING; 875 op->contr->ns->state = ST_PLAYING;
982 876
983 if (op->msg) { 877 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 878 op->msg = NULL;
986 }
987 879
988 /* We create this now because some of the unique maps will need it 880 /* We create this now because some of the unique maps will need it
989 * to save here. 881 * to save here.
990 */ 882 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 883 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 884 make_path_to_file (buf);
993 885
994#ifdef AUTOSAVE 886#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 887 op->contr->last_save_tick = pticks;
996#endif 888#endif
997 start_info(op); 889 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 890 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 891 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 892 link_player_skills (op);
1001 esrv_send_inventory(op, op); 893 esrv_send_inventory (op, op);
1002 fix_player(op); 894 op->update_stats ();
1003 895
1004 /* This moves the player to a different start map, if there 896 /* This moves the player to a different start map, if there
1005 * is one for this race 897 * is one for this race
1006 */ 898 */
1007 if(*first_map_ext_path) { 899 if (*first_map_ext_path)
900 {
1008 object *tmp; 901 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 902 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 903
1012 first_map_ext_path, op->arch->name); 904 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 905 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 906 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 907 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 908 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 909 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 910 * if the map isn't there, then stay on the
1019 * default initial map */ 911 * default initial map */
1020 free_object(tmp); 912 tmp->destroy ();
913 }
1021 } else { 914 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 915 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 916
917 return 0;
918 }
919
1027 /* Following actually changes the race - this is the default command 920 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 921 * if we don't match with one of the options above.
1029 */ 922 */
1030 923
1031 tmp_loop = 0; 924 tmp_loop = 0;
1032 while(!tmp_loop) { 925 while (!tmp_loop)
1033 const char *name = add_string (op->name); 926 {
927 shstr name = op->name;
1034 int x = op->x, y = op->y; 928 int x = op->x, y = op->y;
1035 remove_statbonus(op); 929
1036 remove_ob (op); 930 op->remove_statbonus ();
931 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 932 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 933 op->arch->clone.copy_to (op);
1039 op->instantiate (); 934 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 935 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 936 op->name = op->name_pl = name;
1042 op->name = name; 937 op->x = x;
1043 free_string(op->name_pl); 938 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 */ 939 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 940 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 941 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 942 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 943 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 944 }
945
1056 update_object(op,UP_OBJ_FACE); 946 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 947 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 948 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 949 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 950 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 951 op->stats.grace = 0;
952
1062 if (op->msg) 953 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 954 new_draw_info (NDI_BLUE, 0, op, op->msg);
955
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 956 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; 957 return 0;
1066} 958}
1067 959
960int
1068int key_confirm_quit(object *op, char key) 961key_confirm_quit (object *op, char key)
1069{ 962{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964 {
1073 op->contr->state=ST_PLAYING; 965 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 967 return 1;
1076 } 968 }
1077 969
1078 INVOKE_PLAYER (LOGOUT, op->contr); 970 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 971 INVOKE_PLAYER (QUIT, op->contr);
1080 972
1081 terminate_all_pets(op); 973 terminate_all_pets (op);
1082 leave_map(op); 974 leave_map (op);
1083 op->direction=0; 975 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 977
1087 strcpy(op->contr->killer,"quit"); 978 strcpy (op->contr->killer, "quit");
1088 check_score(op); 979 check_score (op);
1089 op->contr->party=NULL; 980 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 981 op->contr->own_title[0] = '\0';
1092 982
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 983 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 984
985 delete ob->contr;
986
1096 /* We need to hunt for any per player unique maps in memory and 987 /* 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, 988 * 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 989 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 990 */
991 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 993
994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
1102 next = mp->next; 996 next = mp->next;
997
1103 if (!strncmp(mp->path, buf, strlen(buf))) 998 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 999 delete_map (mp);
1105 } 1000 }
1106 1001
1107 delete_character(op->name, 1); 1002 delete_character (ob->name, 1);
1108 } 1003
1109 play_again(op);
1110 return 1; 1004 return 1;
1111} 1005}
1112 1006
1007void
1113void flee_player(object *op) { 1008flee_player (object *op)
1009{
1114 int dir,diff; 1010 int dir, diff;
1115 rv_vector rv; 1011 rv_vector rv;
1116 1012
1117 if(op->stats.hp < 0) { 1013 if (op->stats.hp < 0)
1014 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1015 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1017 return;
1121 } 1018 }
1122 1019
1123 if(op->enemy==NULL) { 1020 if (op->enemy == NULL)
1021 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1022 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1023 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1024 return;
1127 } 1025 }
1128 1026
1129 /* Seen some crashes here. Since we don't store an 1027 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1028 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1029 * actual enemy, and the object is recycled.
1132 */ 1030 */
1133 if (op->enemy->map == NULL) { 1031 if (op->enemy->map == NULL)
1032 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1033 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1034 op->enemy = NULL;
1136 return; 1035 return;
1137 } 1036 }
1138 1037
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1038 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1039 {
1140 op->enemy=NULL; 1040 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1041 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1042 return;
1143 } 1043 }
1044
1144 get_rangevector(op, op->enemy, &rv, 0); 1045 get_rangevector (op, op->enemy, &rv, 0);
1145 1046
1146 dir=absdir(4+rv.direction); 1047 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1048 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 } 1049 {
1050 int m = 1 - (RANDOM () & 2);
1051
1052 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1053 return;
1054 }
1055
1154 /* Cornered, get rid of scared */ 1056 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1057 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1058 op->enemy = NULL;
1157} 1059}
1158 1060
1159 1061
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1062/* 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 1063 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1064 * stop.
1163 */ 1065 */
1066int
1164int check_pick(object *op) { 1067check_pick (object *op)
1068{
1165 object *tmp, *next; 1069 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1070 int stop = 0;
1168 int j, k, wvratio; 1071 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1072 char putstring[128], tmpstr[16];
1170 1073
1171
1172 /* if you're flying, you cna't pick up anything */ 1074 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1075 if (op->move_type & MOVE_FLYING)
1174 return 1; 1076 return 1;
1175 1077
1176 op_tag = op->count;
1177
1178 next = op->below; 1078 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1079
1182 /* loop while there are items on the floor that are not marked as 1080 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1081 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1082 while (next && !next->destroyed ())
1185 { 1083 {
1186 tmp = next; 1084 tmp = next;
1187 next = tmp->below; 1085 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1086
1191 if (was_destroyed (op, op_tag)) 1087 if (op->destroyed ())
1192 return 0; 1088 return 0;
1193 1089
1194 if ( ! can_pick (op, tmp)) 1090 if (!can_pick (op, tmp))
1195 continue; 1091 continue;
1196 1092
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1093 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1094 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1095 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1096 pick_up (op, tmp);
1201 continue; 1097 continue;
1202 } 1098 }
1203 1099
1204 /* high not bit set? We're using the old autopickup model */ 1100 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1101 if (!(op->contr->mode & PU_NEWMODE))
1102 {
1206 switch (op->contr->mode) { 1103 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1104 {
1208 case 1: pick_up (op, tmp); 1105 case 0:
1209 return 1; 1106 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1107 case 1:
1211 return 0; 1108 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1109 return 1;
1213 case 4: pick_up (op, tmp); 1110 case 2:
1214 break; 1111 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1112 return 0;
1216 stop = 1; 1113 case 3:
1217 break; 1114 return 0; /* stop before pickup */
1218 case 6: 1115 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1116 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1117 break;
1221 pick_up(op, tmp); 1118 case 5:
1222 break; 1119 pick_up (op, tmp);
1120 stop = 1;
1121 break;
1122 case 6:
1123 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1124 pick_up (op, tmp);
1125 break;
1223 1126
1224 case 7: 1127 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1128 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1129 pick_up (op, tmp);
1227 break; 1130 break;
1228 1131
1229 default: 1132 default:
1230 /* use value density */ 1133 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1134 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1135 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1136 pick_up (op, tmp);
1234 >= op->contr->mode) 1137 }
1235 pick_up(op,tmp); 1138 }
1236 } 1139 else
1237 } 1140 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1141 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_DEBUG)
1241 { 1143 {
1242 /* some debugging code to figure out item information */ 1144 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1145 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1146 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1147 &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)))); 1148 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1150 &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)))); 1151
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153 }
1252 1154
1253 sprintf(putstring,"...flags: "); 1155 /* philosophy:
1254 for(k=0;k<4;k++) 1156 * It's easy to grab an item type from a pile, as long as it's
1255 { 1157 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1158 * and selections, select-items should be used. This is a
1257 { 1159 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1160 * example.
1259 { 1161 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1162 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1163 * convert to decimal and then 'pickup <#>
1262 } 1164 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1165
1166 /* the first two modes are exclusive: if NOTHING we return, if
1167 * STOP then we stop. All the rest are applied sequentially,
1168 * meaning if any test passes, the item gets picked up. */
1169
1170 /* if mode is set to pick nothing up, return */
1171
1172 if (op->contr->mode & PU_NOTHING)
1173 return 1;
1174
1175 /* if mode is set to stop when encountering objects, return */
1176 /* take STOP before INHIBIT since it doesn't actually pick
1177 * anything up */
1178
1179 if (op->contr->mode & PU_STOP)
1180 return 0;
1181
1182 /* useful for going into stores and not losing your settings... */
1183 /* and for battles wher you don't want to get loaded down while
1184 * fighting */
1185 if (op->contr->mode & PU_INHIBIT)
1186 return 1;
1187
1188 /* prevent us from turning into auto-thieves :) */
1189 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1190 continue;
1191
1192 /* ignore known cursed objects */
1193 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1194 continue;
1195
1196 /* all food and drink if desired */
1197 /* question: don't pick up known-poisonous stuff? */
1198 if (op->contr->mode & PU_FOOD)
1199 if (tmp->type == FOOD)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_DRINK)
1206 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_POTION)
1213 if (tmp->type == POTION)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* spellbooks, skillscrolls and normal books/scrolls */
1220 if (op->contr->mode & PU_SPELLBOOK)
1221 if (tmp->type == SPELLBOOK)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SKILLSCROLL)
1228 if (tmp->type == SKILLSCROLL)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_READABLES)
1235 if (tmp->type == BOOK || tmp->type == SCROLL)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* wands/staves/rods/horns */
1242 if (op->contr->mode & PU_MAGIC_DEVICE)
1243 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* pick up all magical items */
1250 if (op->contr->mode & PU_MAGICAL)
1251 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_VALUABLES)
1258 {
1259 if (tmp->type == MONEY || tmp->type == GEM)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264 }
1265
1266 /* rings & amulets - talismans seems to be typed AMULET */
1267 if (op->contr->mode & PU_JEWELS)
1268 if (tmp->type == RING || tmp->type == AMULET)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 /* we don't forget dragon food */
1275 if (op->contr->mode & PU_FLESH)
1276 if (tmp->type == FLESH)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 /* bows and arrows. Bows are good for selling! */
1283 if (op->contr->mode & PU_BOW)
1284 if (tmp->type == BOW)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_ARROW)
1291 if (tmp->type == ARROW)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* all kinds of armor etc. */
1298 if (op->contr->mode & PU_ARMOUR)
1299 if (tmp->type == ARMOUR)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_HELMET)
1306 if (tmp->type == HELMET)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 if (op->contr->mode & PU_SHIELD)
1313 if (tmp->type == SHIELD)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_BOOTS)
1320 if (tmp->type == BOOTS)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_GLOVES)
1327 if (tmp->type == GLOVES)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_CLOAK)
1334 if (tmp->type == CLOAK)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* hoping to catch throwing daggers here */
1341 if (op->contr->mode & PU_MISSILEWEAPON)
1342 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* careful: chairs and tables are weapons! */
1349 if (op->contr->mode & PU_ALLWEAPON)
1350 {
1351 if (tmp->type == WEAPON && tmp->name != NULL)
1352 {
1353 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1354 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359 }
1360
1361 if (tmp->type == WEAPON && tmp->name == NULL)
1362 {
1363 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1364 {
1365 pick_up (op, tmp);
1366 continue;
1367 }
1368 }
1369 }
1370
1371 /* misc stuff that's useful */
1372 if (op->contr->mode & PU_KEY)
1373 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378
1379 /* any of the last 4 bits set means we use the ratio for value
1380 * pickups */
1381 if (op->contr->mode & PU_RATIO)
1382 {
1383 /* use value density to decide what else to grab */
1384 /* >=7 was >= op->contr->mode */
1385 /* >=7 is the old standard setting. Now we take the last 4 bits
1386 * and multiply them by 5, giving 0..15*5== 5..75 */
1387 wvratio = (op->contr->mode & PU_RATIO) * 5;
1388 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1389 {
1390 pick_up (op, tmp);
1267#if 0 1391#if 0
1268 /* print the flags too */ 1392 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1393 if (tmp->name != NULL)
1270 { 1394 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1395 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1396 }
1273 { 1397 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1398 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1399 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1400 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 1401#endif
1402 continue;
1403 }
1404 }
1405 } /* the new pickup model */
1280 } 1406 }
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 1407
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; 1408 return !stop;
1444} 1409}
1445 1410
1446/* 1411/*
1447 * Find an arrow in the inventory and after that 1412 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1413 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1414 * found object is returned.
1450 */ 1415 */
1416object *
1451object *find_arrow(object *op, const char *type) 1417find_arrow (object *op, const char *type)
1452{ 1418{
1453 object *tmp = NULL; 1419 object *tmp = NULL;
1454 1420
1455 for(op=op->inv; op; op=op->below) 1421 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1422 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); 1423 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1424 else if (op->type == ARROW && op->race == type)
1460 return op; 1425 return op;
1461 return tmp; 1426 return tmp;
1462} 1427}
1463 1428
1464/* 1429/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1430 * 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 1431 * 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 1432 * 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. 1433 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1434 */
1470 1435
1436object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1437find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1438{
1473 object *tmp = NULL, *arrow, *ntmp; 1439 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1440 int attacknum, attacktype, betterby = 0, i;
1475 1441
1476 if (!type) 1442 if (!type)
1477 return NULL; 1443 return NULL;
1478 1444
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1445 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1446 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1447 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1448 {
1449 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1450 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1451 if (i > betterby)
1485 tmp = ntmp; 1452 {
1486 betterby = i; 1453 tmp = ntmp;
1487 } 1454 betterby = i;
1455 }
1456 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1457 else if (arrow->type == ARROW && arrow->race == type)
1458 {
1489 /* allways prefer assasination/slaying */ 1459 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1460 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1461 {
1492 if (arrow->attacktype & AT_DEATH) { 1462 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1463 {
1494 return arrow; 1464 *better = 100;
1495 } else { 1465 return arrow;
1496 tmp = arrow; 1466 }
1467 else
1468 {
1469 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1470 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1471 }
1499 } else { 1472 }
1473 else
1474 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1475 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1476 {
1501 attacktype = 1<<attacknum; 1477 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1478 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) { 1479 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1480 {
1481 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1482 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1483 }
1507 } 1484 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1485 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1486 {
1487 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1488 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1489 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1490 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1491 {
1492 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1493 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1494 }
1495 }
1496 }
1516 } 1497 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1498 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1499 return find_arrow (op, type);
1521 1500
1522 *better = betterby; 1501 *better = betterby;
1523 return tmp; 1502 return tmp;
1524} 1503}
1525 1504
1526/* looks in a given direction, finds the first valid target, and calls 1505/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1506 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1507 * op = the shooter
1529 * type = bow->race 1508 * type = bow->race
1530 * dir = fire direction 1509 * dir = fire direction
1531 */ 1510 */
1532 1511
1512object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1513pick_arrow_target (object *op, const char *type, int dir)
1534{ 1514{
1535 object *tmp = NULL; 1515 object *tmp = NULL;
1536 mapstruct *m; 1516 maptile *m;
1537 int i, mflags, found, number; 1517 int i, mflags, found, number;
1538 sint16 x, y; 1518 sint16 x, y;
1539 1519
1540 if (op->map == NULL) 1520 if (op->map == NULL)
1541 return find_arrow(op, type); 1521 return find_arrow (op, type);
1542 1522
1543 /* do a dex check */ 1523 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1524 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))) 1525 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1526 return find_arrow (op, type);
1547 1527
1548 m = op->map; 1528 m = op->map;
1549 x = op->x; 1529 x = op->x;
1550 y = op->y; 1530 y = op->y;
1551 1531
1552 /* find the first target */ 1532 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1533 for (i = 0, found = 0; i < 20; i++)
1534 {
1554 x += freearr_x[dir]; 1535 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1536 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1537 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1538 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1539 {
1558 tmp = NULL; 1540 tmp = NULL;
1559 break; 1541 break;
1542 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1543 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1544 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1545 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1546 * perhaps a bad assumption.
1563 */ 1547 */
1564 tmp = NULL; 1548 tmp = NULL;
1565 break; 1549 break;
1566 } 1550 }
1567 if (mflags & P_IS_ALIVE) { 1551 if (mflags & P_IS_ALIVE)
1552 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1553 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1554 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1555 {
1571 break; 1556 found++;
1572 } 1557 break;
1558 }
1573 if (found) 1559 if (found)
1574 break; 1560 break;
1575 } 1561 }
1576 } 1562 }
1577 if (tmp == NULL) 1563 if (tmp == NULL)
1578 return find_arrow(op, type); 1564 return find_arrow (op, type);
1579 1565
1580 if (tmp->head) 1566 if (tmp->head)
1581 tmp = tmp->head; 1567 tmp = tmp->head;
1582 1568
1583 return find_better_arrow(op, tmp, type, &i); 1569 return find_better_arrow (op, tmp, type, &i);
1584} 1570}
1585 1571
1586/* 1572/*
1587 * Creature fires a bow - op can be monster or player. Returns 1573 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1574 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1577 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1578 * 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 1579 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1580 * player fire modes.
1595 */ 1581 */
1582int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1583fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1584{
1599 object *left, *bow; 1585 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1586 int bowspeed, mflags;
1602 mapstruct *m; 1587 maptile *m;
1603 1588
1604 if (!dir) { 1589 if (!dir)
1590 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1591 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1592 return 0;
1607 } 1593 }
1594
1608 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1596 bow = op->contr->ranges[range_bow];
1610 else { 1597 else
1598 {
1611 for(bow=op->inv; bow; bow=bow->below) 1599 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1600 /* 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. 1601 * don't need to switch back and forth between bows and weapons.
1614 */ 1602 */
1615 if(bow->type==BOW) 1603 if (bow->type == BOW)
1616 break; 1604 break;
1617 1605
1618 if (!bow) { 1606 if (!bow)
1607 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1609 return 0;
1621 } 1610 }
1622 } 1611 }
1612
1623 if( !bow->race || !bow->skill) { 1613 if (!bow->race || !bow->skill)
1614 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1616 return 0;
1626 } 1617 }
1627 1618
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1620
1630 /* penalize ROF for bestarrow */ 1621 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1633 if (bowspeed < 1) 1625 if (bowspeed < 1)
1634 bowspeed = 1; 1626 bowspeed = 1;
1635 1627
1636 if (arrow == NULL) { 1628 if (arrow == NULL)
1629 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1630 if ((arrow = find_arrow (op, bow->race)) == NULL)
1631 {
1638 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1633 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 */ 1634 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1635 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1636 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1637 return 0;
1645 } 1638 }
1646 } 1639 }
1640
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1642 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1643 return 0;
1650 } 1644
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1645 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1646 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1647 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1648 return 0;
1654 } 1649 }
1655 1650
1656 /* this should not happen, but sometimes does */ 1651 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1652 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1653 {
1654 arrow->destroy ();
1655 return 0;
1656 }
1662 1657
1663 left = arrow; /* these are arrows left to the player */ 1658 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1659 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1660 if (!arrow)
1661 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1662 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1663 return 0;
1669 return 0;
1670 } 1664 }
1671 set_owner(arrow, op); 1665
1672 if (arrow->skill) free_string(arrow->skill); 1666 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1667 arrow->skill = bow->skill;
1674 1668
1675 arrow->direction=dir; 1669 arrow->direction = dir;
1676 arrow->x = sx; 1670 arrow->x = sx;
1677 arrow->y = sy; 1671 arrow->y = sy;
1678 1672
1679 if (op->type == PLAYER) { 1673 if (op->type == PLAYER)
1674 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1676 op->update_stats ();
1682 } 1677 }
1683 1678
1684 SET_ANIMATION(arrow, arrow->direction); 1679 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1681 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1682 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1683 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1684 arrow->spellarg = strdup (arrow->slaying);
1690 1685
1691 /* Note that this was different for monsters - they got their level 1686 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1687 * added to the damage. I think the strength bonus is more proper.
1693 */ 1688 */
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 1689
1690 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1691
1699 /* update the speed */ 1692 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1693 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1694 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 1695
1705 if (arrow->speed < 1.0) 1696 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1697 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1698 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1699 arrow->speed_left = 0;
1709 1700
1710 if (op->type == PLAYER) { 1701 if (op->type == PLAYER)
1702 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1705 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 1706
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1708 }
1709 else
1710 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1711 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; 1712 arrow->level = op->level;
1722 } 1713 }
1714
1723 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1717
1725 if (bow->slaying != NULL) 1718 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1719 arrow->slaying = bow->slaying;
1727 1720
1728 arrow->map = m; 1721 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1722 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1724
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1725 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); 1726 insert_ob_in_map (arrow, m, op, 0);
1735 1727
1736 if (!was_destroyed(arrow, tag)) 1728 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1729 move_arrow (arrow);
1738 1730
1739 if (op->type == PLAYER) { 1731 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1732 {
1733 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1734 esrv_del_item (op->contr, left->count);
1742 else 1735 else
1743 esrv_send_item(op, left); 1736 esrv_send_item (op, left);
1744 } 1737 }
1738
1745 return 1; 1739 return 1;
1746} 1740}
1747 1741
1748/* Special fire code for players - this takes into 1742/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1743 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1744 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1745 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1746 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1747 * hence the function name.
1754 */ 1748 */
1749int
1755int player_fire_bow(object *op, int dir) 1750player_fire_bow (object *op, int dir)
1756{ 1751{
1757 int ret=0, wcmod=0; 1752 int ret = 0, wcmod = 0;
1758 1753
1759 if (op->contr->bowtype == bow_bestarrow) { 1754 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1755 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1756 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); 1757 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1758 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1761 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1762 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1763 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1764 else if (op->contr->bowtype == bow_threewide)
1765 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1766 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)]); 1767 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)]); 1768 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1770 else if (op->contr->bowtype == bow_spreadshot)
1771 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1772 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); 1773 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); 1774 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1775
1777 } else { 1776 }
1777 else
1778 {
1778 /* Simple case */ 1779 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1781 }
1781 return ret; 1782 return ret;
1782} 1783}
1783 1784
1784 1785
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1786/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1787 * Broken apart from 'fire' to keep it more readable.
1787 */ 1788 */
1789void
1788void fire_misc_object(object *op, int dir) 1790fire_misc_object (object *op, int dir)
1789{ 1791{
1790 object *item; 1792 object *item;
1791 1793
1792 if (!op->contr->ranges[range_misc]) { 1794 if (!op->contr->ranges[range_misc])
1795 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1797 return;
1795 } 1798 }
1796 1799
1797 item = op->contr->ranges[range_misc]; 1800 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1801 if (!item->inv)
1802 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1803 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1804 return;
1801 } 1805 }
1802 if (item->type == WAND) { 1806 if (item->type == WAND)
1807 {
1803 if(item->stats.food<=0) { 1808 if (item->stats.food <= 0)
1809 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1810 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)); 1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1812 return;
1807 } 1813 }
1814 }
1808 } else if (item->type == ROD || item->type==HORN) { 1815 else if (item->type == ROD || item->type == HORN)
1816 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1820 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1821 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)); 1822 else
1814 else 1823 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; 1824 return;
1818 } 1825 }
1819 } 1826 }
1820 1827
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1828 if (cast_spell (op, item, dir, item->inv, NULL))
1829 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1830 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1831 if (item->type == WAND)
1832 {
1824 if (!(--item->stats.food)) { 1833 if (!(--item->stats.food))
1825 object *tmp; 1834 {
1826 if (item->arch) { 1835 object *tmp;
1836
1837 if (item->arch)
1838 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1839 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1840 item->face = item->arch->clone.face;
1829 item->speed = 0; 1841 item->speed = 0;
1830 update_ob_speed(item); 1842 update_ob_speed (item);
1831 } 1843 }
1832 if ((tmp=is_player_inv(item))) 1844 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1845 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1846 }
1835 } 1847 }
1836 else if (item->type == ROD || item->type==HORN) { 1848 else if (item->type == ROD || item->type == HORN)
1849 {
1837 drain_rod_charge(item); 1850 drain_rod_charge (item);
1838 } 1851 }
1839 } 1852 }
1840} 1853}
1841 1854
1842/* Received a fire command for the player - go and do it. 1855/* Received a fire command for the player - go and do it.
1843 */ 1856 */
1857void
1844void fire(object *op,int dir) { 1858fire (object *op, int dir)
1859{
1845 int spellcost=0; 1860 int spellcost = 0;
1846 1861
1847 /* check for loss of invisiblity/hide */ 1862 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1863 if (action_makes_visible (op))
1864 make_visible (op);
1849 1865
1850 switch(op->contr->shoottype) { 1866 switch (op->contr->shoottype)
1867 {
1851 case range_none: 1868 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; 1869 return;
1888 default: 1870
1871 case range_bow:
1872 player_fire_bow (op, dir);
1873 return;
1874
1875 case range_magic: /* Casting spells */
1876 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1877 return;
1878
1879 case range_misc:
1880 fire_misc_object (op, dir);
1881 return;
1882
1883 case range_golem: /* Control summoned monsters from scrolls */
1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 {
1886 op->contr->ranges[range_golem] = 0;
1887 op->contr->shoottype = range_none;
1888 }
1889 else
1890 control_golem (op->contr->ranges[range_golem], dir);
1891 return;
1892
1893 case range_skill:
1894 if (!op->chosen_skill)
1895 {
1896 if (op->type == PLAYER)
1897 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1898 return;
1899 }
1900 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1901 return;
1902 case range_builder:
1903 apply_map_builder (op, dir);
1904 return;
1905 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1906 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1907 return;
1891 } 1908 }
1892} 1909}
1893 1910
1894 1911
1895 1912
1902 * inv is the objects inventory to searched 1919 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1920 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1921 * This function can be called recursively to search containers.
1905 */ 1922 */
1906 1923
1924object *
1907object * find_key(object *pl, object *container, object *door) 1925find_key (object *pl, object *container, object *door)
1908{ 1926{
1909 object *tmp,*key; 1927 object *tmp, *key;
1910 1928
1911 /* Should not happen, but sanity checking is never bad */ 1929 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1930 if (container->inv == NULL)
1931 return NULL;
1913 1932
1914 /* First, lets try to find a key in the top level inventory */ 1933 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1936 if (door->type == DOOR && tmp->type == KEY)
1937 break;
1917 /* For sanity, we should really check door type, but other stuff 1938 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1939 * (like containers) can be locked with special keys
1919 */ 1940 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1941 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1942 break;
1922 } 1943 }
1923 /* No key found - lets search inventories now */ 1944 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1945 /* 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 1946 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1947 * a key, return
1927 */ 1948 */
1928 if (!tmp) { 1949 if (!tmp)
1950 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1951 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1952 {
1930 /* No reason to search empty containers */ 1953 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1954 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1955 {
1956 if ((key = find_key (pl, tmp, door)) != NULL)
1957 return key;
1958 }
1959 }
1960 if (!tmp)
1961 return NULL;
1933 } 1962 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1963 /* 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 1964 * see if we actually want to use it
1939 */ 1965 */
1940 if (pl!=container) { 1966 if (pl != container)
1967 {
1941 /* Only let players use keys in containers */ 1968 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1969 if (!pl->contr)
1970 return NULL;
1943 /* cases where this fails: 1971 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1972 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1973 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1974 * If the container is not active, return now since only active
1947 * containers can be used. 1975 * containers can be used.
1948 * If we only search keyrings and the container does not have 1976 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1977 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1978 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1979 * inv must have been an container and must have been active.
1952 * 1980 *
1953 * Change the color so that the message doesn't disappear with 1981 * Change the color so that the message doesn't disappear with
1954 * all the others. 1982 * all the others.
1955 */ 1983 */
1956 if (pl->contr->usekeys == key_inventory || 1984 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1985 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1986 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1987 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1988 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1989 "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; 1990 return NULL;
1965 } 1991 }
1966 } 1992 }
1967 return tmp; 1993 return tmp;
1968} 1994}
1969 1995
1970/* moved door processing out of move_player_attack. 1996/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1997 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1998 * such that the caller should not do anything more,
1973 * 0 otherwise 1999 * 0 otherwise
1974 */ 2000 */
2001static int
1975static int player_attack_door(object *op, object *door) 2002player_attack_door (object *op, object *door)
1976{ 2003{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2004 /* 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 - 2005 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2006 * otherwise, we fall through to the rest of the code.
1981 */ 2007 */
1982 object *key=find_key(op, op, door); 2008 object *key = find_key (op, op, door);
1983 2009
1984 /* IF we found a key, do some extra work */ 2010 /* IF we found a key, do some extra work */
1985 if (key) { 2011 if (key)
2012 {
1986 object *container=key->env; 2013 object *container = key->env;
1987 2014
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2015 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2016 if (action_makes_visible (op))
2017 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2018 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2020 if (door->type == DOOR)
2021 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2022 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2023 }
1994 else if(door->type==LOCKED_DOOR) { 2024 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2025 {
1996 "You open the door with the %s", query_short_name(key)); 2026 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 ;-) */ 2027 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2028 }
1999 /* Do this after we print the message */ 2029 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2030 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2031 /* Need to update the weight the container the key was in */
2002 if (container != op) 2032 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2033 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2034 return 1; /* Nothing more to do below */
2035 }
2005 } else if (door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
2037 {
2006 /* Might as well return now - no other way to open this */ 2038 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2039 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2040 return 1;
2009 } 2041 }
2010 return 0; 2042 return 0;
2011} 2043}
2012 2044
2013/* This function is just part of a breakup from move_player. 2045/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2046 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2047 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2048 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2049 * going to try and move (not fire weapons).
2018 */ 2050 */
2019 2051void
2020void move_player_attack(object *op, int dir) 2052move_player_attack (object *op, int dir)
2021{ 2053{
2022 object *tmp, *mon, *tpl; 2054 object *tmp, *mon;
2023 sint16 nx, ny; 2055 sint16 nx, ny;
2024 int on_battleground; 2056 int on_battleground;
2025 mapstruct *m; 2057 maptile *m;
2026 2058
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2059 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2060 ny = freearr_y[dir] + op->y;
2031 2061
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2062 on_battleground = op_on_battleground (op, 0, 0);
2033 2063
2034 /* If braced, or can't move to the square, and it is not out of the 2064 /* 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 2065 * 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 2066 * 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 2067 * 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 2068 * 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 2069 * 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 2070 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2071 * move_ob uses.
2042 */ 2072 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2073 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2074 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2075 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2077 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2078 if (!m)
2047 } 2079 return; /* Don't think this should happen */
2048 else m =tpl->map; 2080 }
2049 2081 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2082 m = op->map;
2083
2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2085 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2087 return;
2053 } 2088 }
2054 2089
2055 mon = NULL; 2090 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2091 /* 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. 2092 * 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 2093 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2094 * on the space
2060 */ 2095 */
2061 while (tmp!=NULL) { 2096 while (tmp)
2097 {
2062 if (tmp == op) { 2098 if (tmp == op)
2063 tmp=tmp->above; 2099 {
2064 continue; 2100 tmp = tmp->above;
2065 } 2101 continue;
2102 }
2103
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2104 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2105 {
2068 break; 2106 mon = tmp;
2069 } 2107 break;
2108 }
2109
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2110 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2111 mon = tmp;
2112
2072 tmp=tmp->above; 2113 tmp = tmp->above;
2073 } 2114 }
2074 2115
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2116 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2117 return; /* into a wall */
2077 2118
2078 if(mon->head != NULL) 2119 if (mon->head)
2079 mon = mon->head; 2120 mon = mon->head;
2080 2121
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2122 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2123 if (player_attack_door (op, mon))
2124 return;
2083 2125
2084 /* The following deals with possibly attacking peaceful 2126 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2127 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2128 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2129 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2130 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2131 * and thus will not push them.
2090 */ 2132 */
2091 2133
2092 /* If the creature is a pet, push it even if the player is not 2134 /* 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 2135 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2136 * player owns it and it is either friendly or unagressive.
2095 */ 2137 */
2096 if ((op->type==PLAYER) 2138 if ((op->type == PLAYER)
2097#if COZY_SERVER 2139#if COZY_SERVER
2098 && 2140 &&
2099 ( 2141 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2142 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2143#else
2105 && get_owner(mon)==op 2144 && mon->owner == op
2106#endif 2145#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2147 {
2109 /* If we're braced, we don't want to switch places with it */ 2148 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2149 if (op->contr->braced)
2150 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2152 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2153 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op);
2114 return; 2155 return;
2115 } 2156 }
2116 2157
2117 /* in certain circumstances, you shouldn't attack friendly 2158 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2159 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2160 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2161 * attack them either.
2121 */ 2162 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2163 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2164 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2165#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2166 (op->contr->peaceful
2167 || (mon->type == PLAYER
2168 && mon->contr->
2169 peaceful)) &&
2127#else 2170#else
2128 op->contr->peaceful && 2171 op->contr->peaceful &&
2129#endif 2172#endif
2130 !on_battleground 2173 !on_battleground))
2174 {
2175 if (!op->contr->braced)
2131 )) { 2176 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2177 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2178 (void) push_ob (mon, dir, op);
2135 } else { 2179 }
2180 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2181 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2182
2183 if (op->contr->tmp_invis || op->hide)
2184 make_visible (op);
2185 }
2186
2141 /* If the object is a boulder or other rollable object, then 2187 /* 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. 2188 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2189 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2190 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2191 {
2145 recursive_roll(mon,dir,op); 2192 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2193 if (action_makes_visible (op))
2147 } 2194 make_visible (op);
2195 }
2148 2196
2149 /* Any generic living creature. Including things like doors. 2197 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2198 * 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: 2199 * 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 2200 * 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. 2201 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2202 */
2155 2203
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2204 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2205 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2206 {
2159 2207
2160 /* If the player hasn't hit something this tick, and does 2208 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2209 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2210 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2211 * incurred a 1 tick offset.
2164 */ 2212 */
2165 if (!op->contr->has_hit) { 2213 if (!op->contr->has_hit)
2214 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2215 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2216
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2218 }
2170 2219
2171 skill_attack(mon, op, 0, NULL, NULL); 2220 skill_attack (mon, op, 0, 0, 0);
2172 2221
2173 /* If attacking another player, that player gets automatic 2222 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2223 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2224 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2225 * the wiz.
2177 */ 2226 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2227 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)) { 2228 {
2180 short luck = mon->stats.luck; 2229 short luck = mon->stats.luck;
2230
2181 mon->contr->has_hit = 1; 2231 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2232 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2233 mon->stats.luck = luck;
2184 } 2234 }
2185 if(action_makes_visible(op)) make_visible(op); 2235
2186 } 2236 if (action_makes_visible (op))
2237 make_visible (op);
2238 }
2187 } /* if player should attack something */ 2239 } /* if player should attack something */
2188} 2240}
2189 2241
2242int
2190int move_player(object *op,int dir) { 2243move_player (object *op, int dir)
2244{
2191 int pick; 2245 int pick;
2192 object *transport = op->contr->transport;
2193 2246
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2247 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; 2248 return 0;
2249
2250 /* Sanity check: make sure dir is valid */
2251 if ((dir < 0) || (dir >= 9))
2252 {
2253 LOG (llevError, "move_player: invalid direction %d\n", dir);
2254 return 0;
2255 }
2256
2257 /* peterm: added following line */
2258 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2260
2261 op->facing = dir;
2262
2263 if (op->hide)
2264 do_hidden_move (op);
2265
2266 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2267 /*nop */ ;
2268 else if (op->contr->fire_on)
2269 fire (op, dir);
2270 else
2271 {
2272 move_player_attack (op, dir);
2273 pick = check_pick (op);
2274 }
2275
2276 /* Add special check for newcs players and fire on - this way, the
2277 * server can handle repeat firing.
2278 */
2279 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2280 op->direction = dir;
2281 else
2282 op->direction = 0;
2283
2284 /* Update how the player looks. Use the facing, so direction may
2285 * get reset to zero. This allows for full animation capabilities
2286 * for players.
2287 */
2288 animate_object (op, op->facing);
2289 return 0;
2256} 2290}
2257 2291
2258/* This is similar to handle_player, below, but is only used by the 2292/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2293 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2294 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2295 * the new speed values for commands.
2262 * 2296 *
2263 * Returns true if there are more actions we can do. 2297 * Returns true if there are more actions we can do.
2264 */ 2298 */
2299int
2265int handle_newcs_player(object *op) 2300handle_newcs_player (object *op)
2266{ 2301{
2267 if (op->contr->hidden) { 2302 if (op->contr->hidden)
2303 {
2268 op->invisible = 1000; 2304 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2305 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2306 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2307 * alternate it here for it to work correctly.
2272 */ 2308 */
2273 if (pticks & 2) op->invisible--; 2309 if (pticks & 2)
2310 op->invisible--;
2274 } 2311 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313 {
2276 op->invisible--; 2314 op->invisible--;
2277 if(!op->invisible) { 2315 if (!op->invisible)
2316 {
2278 make_visible(op); 2317 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2318 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2319 }
2281 } 2320 }
2282 2321
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2322 if (QUERY_FLAG (op, FLAG_SCARED))
2323 {
2284 flee_player(op); 2324 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2325 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2326 if (QUERY_FLAG (op, FLAG_SCARED))
2327 {
2287 op->speed_left--; 2328 op->speed_left--;
2288 return 0; 2329 return 0;
2289 } 2330 }
2290 } 2331 }
2291 2332
2292 /* I've been seeing crashes where the golem has been destroyed, but 2333 /* 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 2334 * 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 2335 * 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. 2336 * put this in a a workaround to clean up the golem pointer.
2296 */ 2337 */
2297 if (op->contr->ranges[range_golem] && 2338 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; 2339 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2340
2304 /* call this here - we also will call this in do_ericserver, but 2341 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2342 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2343 * called, so we recheck it here.
2307 */ 2344 */
2308 HandleClient(&op->contr->socket, op->contr); 2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2346 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 } 2347 ;
2348
2349 if (op->speed_left < 0)
2323 return 0; 2350 return 0;
2324}
2325 2351
2352 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353 {
2354 /* All move commands take 1 tick, at least for now */
2355 op->speed_left--;
2356
2357 /* Instead of all the stuff below, let move_player take care
2358 * of it. Also, some of the skill stuff is only put in
2359 * there, as well as the confusion stuff.
2360 */
2361 move_player (op, op->direction);
2362 if (op->speed_left > 0)
2363 return 1;
2364 else
2365 return 0;
2366 }
2367
2368 return 0;
2369}
2370
2371int
2326int save_life(object *op) { 2372save_life (object *op)
2327 object *tmp; 2373{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2374 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; 2375 return 0;
2376
2377 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2378 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2379 {
2380 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2382
2383 if (op->contr)
2384 esrv_del_item (op->contr, tmp->count);
2385
2386 tmp->destroy ();
2387 CLEAR_FLAG (op, FLAG_LIFESAVE);
2388
2389 if (op->stats.hp < 0)
2390 op->stats.hp = op->stats.maxhp;
2391
2392 if (op->stats.food < 0)
2393 op->stats.food = 999;
2394
2395 op->update_stats ();
2396 return 1;
2397 }
2398
2399 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2400 CLEAR_FLAG (op, FLAG_LIFESAVE);
2401 enter_player_savebed (op); /* bring him home. */
2402 return 0;
2354} 2403}
2355 2404
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2405/* 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 2406 * 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 2407 * function will descend into containers. op is the object to start the search
2359 * from. 2408 * from.
2360 */ 2409 */
2410void
2361void remove_unpaid_objects(object *op, object *env) 2411remove_unpaid_objects (object *op, object *env)
2362{ 2412{
2363 object *next; 2413 object *next;
2364 2414
2365 while (op) { 2415 while (op)
2416 {
2366 next=op->below; /* Make sure we have a good value, in case 2417 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2418 * we remove object 'op'
2368 */ 2419 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2420 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2421 {
2422 op->remove ();
2371 op->x = env->x; 2423 op->x = env->x;
2372 op->y = env->y; 2424 op->y = env->y;
2373 if (env->type == PLAYER) 2425 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2426 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2427 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2428 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2429 else if (op->inv)
2378 op=next; 2430 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2431
2432 op = next;
2433 }
2434}
2382 2435
2383/* 2436/*
2384 * Returns pointer a static string containing gravestone text 2437 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2438 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2439 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2440 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2441 * but there isn't one in the server directory.
2389 */ 2442 */
2443char *
2390char *gravestone_text (object *op) 2444gravestone_text (object *op)
2391{ 2445{
2392 static char buf2[MAX_BUF]; 2446 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2447 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2448 time_t now = time (NULL);
2395 2449
2396 strcpy (buf2, " R.I.P.\n\n"); 2450 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2451 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2452 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2453 else
2400 sprintf (buf, "%s\n", op->name); 2454 sprintf (buf, "%s\n", &op->name);
2455
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2457 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2459 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2460 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2461 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2462
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2464 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2465 if (op->type == PLAYER)
2466 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2467 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2468 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2469 strcat (buf2, buf);
2413 } 2470 }
2471
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2472 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2473 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2474 strcat (buf2, buf);
2475
2417 return buf2; 2476 return buf2;
2418} 2477}
2419 2478
2420 2479void
2421
2422void do_some_living(object *op) { 2480do_some_living (object *op)
2481{
2423 int last_food=op->stats.food; 2482 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2483 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2484 int over_hp, over_sp, over_grace;
2426 int i; 2485 int i;
2427 int rate_hp = 1200; 2486 int rate_hp = 1200;
2428 int rate_sp = 2500; 2487 int rate_sp = 2500;
2429 int rate_grace = 2000; 2488 int rate_grace = 2000;
2430 const int max_hp = 1; 2489 const int max_hp = 1;
2431 const int max_sp = 1; 2490 const int max_sp = 1;
2432 const int max_grace = 1; 2491 const int max_grace = 1;
2433 2492
2434 if (op->contr->outputs_sync) { 2493 if (op->contr->outputs_sync)
2494 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2496 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]); 2497 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2498 }
2440 2499
2441 if(op->contr->state==ST_PLAYING) { 2500 if (op->contr->ns->state == ST_PLAYING)
2442 2501 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2502 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2503 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2504 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2505 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2506 else
2507 {
2448 gen_hp = op->stats.maxhp; 2508 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2509 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2510 }
2511
2451 if(op->contr->gen_sp >= 0 ) 2512 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2513 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2514 else
2515 {
2454 gen_sp = op->stats.maxsp; 2516 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2517 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2518 }
2519
2457 if(op->contr->gen_grace >= 0) 2520 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2521 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2522 else
2523 {
2460 gen_grace = op->stats.maxgrace; 2524 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2525 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2526 }
2463 2527
2464 /* Regenerate Spell Points */ 2528 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2529 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2530 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2531 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) { 2532 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2533 {
2534 op->stats.sp++;
2469 /* dms do not consume food */ 2535 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2536 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2537 {
2538 op->stats.food--;
2472 if(op->contr->digestion<0) 2539 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2541 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; 2542 op->stats.food = last_food;
2543 }
2544 }
2545
2546 if (max_sp > 1)
2547 {
2548 over_sp = (gen_sp + 10) / rate_sp;
2549 if (over_sp > 0)
2550 {
2551 if (op->stats.sp < op->stats.maxsp)
2552 {
2553 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554
2555 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2556 op->stats.sp--;
2557
2558 if (op->stats.sp > op->stats.maxsp)
2559 op->stats.sp = op->stats.maxsp;
2560 }
2561 op->last_sp = 0;
2562 }
2563 else
2564 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2565 }
2566 else
2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2568 }
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 2569
2498 /* Regenerate Grace */ 2570 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2571 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2572 if (--op->last_grace < 0)
2573 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2574 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2575 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2576
2577 if (max_grace > 1)
2578 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2579 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2580 if (over_grace > 0)
2506 op->stats.sp += over_grace 2581 {
2582 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; 2583 + (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; 2584 op->last_grace = 0;
2509 } else { 2585 }
2586 else
2587 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2588 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2589 }
2512 } else { 2590 }
2591 else
2592 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2593 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2594 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2595 /* wearing stuff doesn't detract from grace generation. */
2516 } 2596 }
2517 2597
2518 /* Regenerate Hit Points */ 2598 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2599 if (--op->last_heal < 0)
2600 {
2520 if(op->stats.hp<op->stats.maxhp) { 2601 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2602 {
2603 op->stats.hp++;
2522 /* dms do not consume food */ 2604 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2605 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2606 {
2607 op->stats.food--;
2525 if(op->contr->digestion<0) 2608 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2609 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2610 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; 2611 op->stats.food = last_food;
2612 }
2613 }
2614
2615 if (max_hp > 1)
2616 {
2617 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2618 if (over_hp > 0)
2619 {
2620 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2621 op->last_heal = 0;
2622 }
2623 else
2624 {
2625 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2626 }
2627 }
2628 else
2629 {
2630 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2631 }
2530 } 2632 }
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 2633
2546 /* Digestion */ 2634 /* Digestion */
2547 if(--op->last_eat<0) { 2635 if (--op->last_eat < 0)
2636 {
2548#ifdef COZY_SERVER 2637#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2638 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2639 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2640#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2641 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 2642#endif
2556 2643
2557 if(op->contr->gen_hp > 0) 2644 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2646 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648
2561 /* dms do not consume food */ 2649 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2650 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2651 op->stats.food--;
2564 } 2652 }
2565 2653
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2654 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2655 {
2656 object *tmp, *flesh = 0;
2568 2657
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2658 for (tmp = op->inv; tmp; tmp = tmp->below)
2659 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2660 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2661 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2662 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2664 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2665 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2666 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2667 break;
2576 } 2668 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2669 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2670 flesh = tmp;
2579 } /* end of for loop */ 2671 } /* End if paid for object */
2672 } /* end of for loop */
2673
2580 /* If player is still starving, it means they don't have any food, so 2674 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2675 * eat flesh instead.
2582 */ 2676 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2677 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2678 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2680 manual_apply (op, flesh, 0);
2586 } 2681 }
2587 } /* end if player is starving */ 2682 }
2588 2683
2589 while(op->stats.food<0&&op->stats.hp>0) 2684 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2685 op->stats.food++, op->stats.hp--;
2591 2686
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2687 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2688 kill_player (op);
2689 }
2594} 2690}
2595
2596
2597 2691
2598/* If the player should die (lack of hp, food, etc), we call this. 2692/* 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 2693 * 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 2694 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2695 * file.
2602 */ 2696 */
2697void
2603void kill_player(object *op) 2698kill_player (object *op)
2604{ 2699{
2605 char buf[MAX_BUF]; 2700 char buf[MAX_BUF];
2606 int x,y,i; 2701 int x, y;
2702
2703 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2704 maptile *map; /* this is for resurrection */
2705
2608 int z; 2706 /* int z;
2609 int num_stats_lose; 2707 int num_stats_lose;
2610 int lost_a_stat; 2708 int lost_a_stat;
2611 int lose_this_stat; 2709 int lose_this_stat;
2612 int this_stat; 2710 int this_stat; */
2613 int will_kill_again; 2711 int will_kill_again;
2614 archetype *at; 2712 archetype *at;
2615 object *tmp; 2713 object *tmp;
2616 2714
2617 if(save_life(op)) 2715 if (save_life (op))
2618 return; 2716 return;
2619 2717
2620 2718
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2719 /* 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. 2720 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2721 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2722 */
2625 if (op_on_battleground(op, &x, &y)) { 2723 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2724 {
2627 "You have been defeated in combat!"); 2725 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, 2726 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2727
2630
2631 /* restore player */ 2728 /* restore player */
2632 at = find_archetype("poisoning"); 2729 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2730 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2731 if (tmp)
2635 remove_ob(tmp); 2732 {
2636 free_object(tmp); 2733 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2735 }
2639 2736
2640 at = find_archetype("confusion"); 2737 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2738 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2739 if (tmp)
2643 remove_ob(tmp); 2740 {
2644 free_object(tmp); 2741 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2743 }
2647 2744
2648 cure_disease(op,0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2747 if (op->stats.food <= 0)
2651 2748 op->stats.food = 999;
2749
2652 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2751 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2752 if (tmp != NULL)
2655 { 2753 {
2656 sprintf(buf,"%s's finger",op->name); 2754 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2755 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2756 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2757 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2758 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2759 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2760 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2761 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2762 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2763 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2764 }
2765
2669 /* teleport defeated player to new destination*/ 2766 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2768 op->contr->braced = 0;
2672 return; 2769 return;
2673 } 2770 }
2674 2771
2675 INVOKE_PLAYER (DEATH, op->contr); 2772 INVOKE_PLAYER (DEATH, op->contr);
2676 2773
2677 command_kill_pets (op, 0); 2774 command_kill_pets (op, 0);
2678 2775
2679 if(op->stats.food<0) { 2776 if (op->stats.food < 0)
2777 {
2680 if (op->contr->explore) { 2778 if (op->contr->explore)
2779 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2780 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..."); 2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2782 op->stats.food = 999;
2684 return; 2783 return;
2685 } 2784 }
2686 sprintf(buf,"%s starved to death.",op->name); 2785 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2786 strcpy (op->contr->killer, "starvation");
2787 }
2788 else
2688 } 2789 {
2689 else {
2690 if (op->contr->explore) { 2790 if (op->contr->explore)
2791 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2792 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..."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
2694 return; 2795 return;
2695 } 2796 }
2696 sprintf(buf,"%s died.",op->name); 2797 sprintf (buf, "%s died.", &op->name);
2697 } 2798 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2799 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2800
2700 /* save the map location for corpse, gravestone*/ 2801 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2802 x = op->x;
2803 y = op->y;
2804 map = op->map;
2702 2805
2703 2806
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
2708 */ 2810 */
2709 2811
2710 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2814 * of death.
2713 */ 2815 */
2714#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2817 if (settings.balanced_stat_loss)
2818 {
2716 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2821 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2824 little bit harder. */
2722 /* GD */ 2825 /* GD */
2723 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2827 num_stats_lose = 1;
2725 else 2828 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2830 }
2831 else
2832 {
2728 num_stats_lose = 1; 2833 num_stats_lose = 1;
2729 } 2834 }
2730 lost_a_stat = 0; 2835 lost_a_stat = 0;
2731 2836
2732 for (z=0; z<num_stats_lose; z++) { 2837 for (z = 0; z < num_stats_lose; z++)
2838 {
2733 i = RANDOM() % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
2734 2840
2735 if (settings.stat_loss_on_death) { 2841 if (settings.stat_loss_on_death)
2842 {
2736 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2844 * what he lost.
2738 */ 2845 */
2739 change_attr_value(&(op->stats), i,-1); 2846 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2847 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2851 lost_a_stat = 1;
2745 } else { 2852 }
2853 else
2854 {
2746 /* deplete a stat */ 2855 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2856 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2749 2861 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2862 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2863 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 2864 }
2783 if (lose_this_stat) { 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
2867 {
2868 /* GD */
2869 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2870 this_stat = get_attr_value (&(dep->stats), i);
2871 if (this_stat < 0)
2872 {
2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2874 int keep_chance = this_stat * this_stat;
2875
2876 /* Yes, I am paranoid. Sue me. */
2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2882 {
2883 lose_this_stat = 0;
2884 /* Take loss chance vs keep chance to see if we
2885 retain the stat. */
2886 }
2887 else
2888 {
2889 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
2894 }
2895 }
2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2901 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2902 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2903 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2904 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2905 * difference.
2790 */ 2906 */
2791 if (this_stat>=-50) { 2907 if (this_stat >= -50)
2908 {
2792 change_attr_value(&(dep->stats), i, -1); 2909 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2910 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2912 op->update_stats ();
2796 lost_a_stat = 1; 2913 lost_a_stat = 1;
2797 } 2914 }
2798 } 2915 }
2916 }
2799 } 2917 }
2800 }
2801 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2919 if (!lost_a_stat)
2803 { 2920 {
2804 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2922 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2923 const char *god = determine_god (op);
2924
2807 if (god && (strcmp(god, "none"))) 2925 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2926 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" 2927 else
2810 " you.", god); 2928 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 } 2929 }
2930#else
2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2932#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 2933
2819 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2935 * exp loss on the stone.
2821 */ 2936 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2939 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2941 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2942 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" 2943 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; 2944 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2946
2836 /**************************************/ 2947 /**************************************/
2837 /* */ 2948 /* */
2838 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
2841 /* */ 2952 /* */
2842 /**************************************/ 2953 /**************************************/
2843 2954
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2955 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2956 /* restore player */
2846 at = find_archetype("poisoning"); 2957 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2958 tmp = present_arch_in_ob (at, op);
2959
2848 if (tmp) { 2960 if (tmp)
2849 remove_ob(tmp); 2961 {
2850 free_object(tmp); 2962 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2964 }
2853 2965
2854 at = find_archetype("confusion"); 2966 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2967 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2968 if (tmp)
2857 remove_ob(tmp); 2969 {
2858 free_object(tmp); 2970 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2972 }
2973
2861 cure_disease(op,0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
2862 2975
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2977 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2978 if (op->stats.food < 100)
2979 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2983
2870 /* 2984 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2985 * 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 2986 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2987 * in the map.
2874 */ 2988 */
2875 2989
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2990 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2992
2884 /****************************************/ 2993 /****************************************/
2885 /* */ 2994 /* */
2886 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
2888 /* */ 2997 /* */
2889 /****************************************/ 2998 /****************************************/
2890 2999
2891 enter_player_savebed(op); 3000 enter_player_savebed (op);
2892 3001
2893 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3003 * chance of abuse.
2895 */ 3004 */
2896 op->contr->braced=0; 3005 op->contr->braced = 0;
2897 save_player(op,1); 3006 op->contr->save ();
2898 3007
2899 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3011 * on the space that might harm the player.
2903 */ 3012 */
2904 will_kill_again=0; 3013 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
2908 } 3017
2909 if (will_kill_again) { 3018 if (will_kill_again)
3019 {
2910 object *force; 3020 object *force;
2911 int at; 3021 int at;
2912 3022
2913 force=get_archetype(FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3025 force->speed = 0.1;
2916 force->speed_left=-5.0; 3026 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3028 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3030 force->resist[at] = 100;
2921 } 3031
2922 insert_ob_in_ob(force, op); 3032 insert_ob_in_ob (force, op);
2923 fix_player(op); 3033 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3034
3035 }
3036
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3037 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} 3038}
2999 3039
3000 3040void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3041loot_object (object *op)
3042{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3043 object *tmp, *tmp2, *next;
3003 3044
3045 if (op->container)
3004 if (op->container) { /* close open sack first */ 3046 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3047
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3048 for (tmp = op->inv; tmp; tmp = next)
3049 {
3009 next=tmp->below; 3050 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3051
3011 remove_ob(tmp); 3052 if (tmp->invisible)
3053 continue;
3054
3055 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3057 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3058 { /* empty container to ground */
3015 } 3059 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3060 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3061 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3062 {
3018 if(tmp->nrof>1) { 3063 if (tmp->nrof > 1)
3064 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3066 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3067 insert_ob_in_map (tmp, op->map, NULL, 0);
3068 }
3069 else
3070 tmp->destroy ();
3071 }
3022 } else 3072 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3073 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3074 }
3027} 3075}
3028 3076
3029/* 3077/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3078 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3079 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3080 * was changed.
3033 */ 3081 */
3034 3082
3083void
3035void fix_weight(void) { 3084fix_weight (void)
3036 player *pl; 3085{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3086 for_all_players (pl)
3087 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3089
3039 if(old == sum) 3090 if (old == sum)
3040 continue; 3091 continue;
3041 fix_player(pl->ob); 3092 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3094 }
3045} 3095}
3046 3096
3097void
3047void fix_luck(void) { 3098fix_luck (void)
3048 player *pl; 3099{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3102 pl->ob->change_luck (0);
3052} 3103}
3053
3054 3104
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3058 */ 3108 */
3059
3060void 3109void
3061cast_dust (object * op, object * throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3062{ 3111{
3063 object *skop, *spob; 3112 object *skop, *spob;
3064 3113
3065 skop = find_skill_by_name (op, throw_ob->skill); 3114 skop = find_skill_by_name (op, throw_ob->skill);
3066 3115
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3116 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3117 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3118 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3119 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3120 return;
3073 } 3121 }
3074 3122
3075 spob = throw_ob->inv; 3123 spob = throw_ob->inv;
3076 3124
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3125 // 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 3126 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3127 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3128 if (!spob)
3081 { 3129 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3130 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; 3131 return;
3085 } 3132 }
3086 3133
3087 if (op->type == PLAYER) 3134 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3135 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3136
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3137 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3138
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3139 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3140}
3096 3141
3142void
3097void make_visible (object *op) { 3143make_visible (object *op)
3144{
3098 op->hide = 0; 3145 op->hide = 0;
3099 op->invisible = 0; 3146 op->invisible = 0;
3100 if(op->type==PLAYER) { 3147 if (op->type == PLAYER)
3148 {
3101 op->contr->tmp_invis = 0; 3149 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3150 op->contr->invis_race = 0;
3103 } 3151 }
3104 update_object(op,UP_OBJ_FACE); 3152 update_object (op, UP_OBJ_FACE);
3105} 3153}
3106 3154
3155int
3107int is_true_undead(object *op) { 3156is_true_undead (object *op)
3157{
3108 object *tmp=NULL; 3158 object *tmp = NULL;
3109 3159
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1;
3111 3162
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; 3163 return 0;
3117} 3164}
3118 3165
3119/* look at the surrounding terrain to determine 3166/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3167 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3168 * indicate greater hideability.
3122 */ 3169 */
3123 3170
3171int
3124int hideability(object *ob) { 3172hideability (object *ob)
3173{
3125 int i,level=0, mflag; 3174 int i, level = 0, mflag;
3126 sint16 x,y; 3175 sint16 x, y;
3127 3176
3128 if(!ob||!ob->map) return 0; 3177 if (!ob || !ob->map)
3178 return 0;
3129 3179
3130 /* so, on normal lighted maps, its hard to hide */ 3180 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3181 level = ob->map->darkness - 2;
3132 3182
3133 /* this also picks up whether the object is glowing. 3183 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3184 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3185 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3186 if (has_carried_lights (ob))
3187 level = -(10 + (2 * ob->map->darkness));
3137 3188
3138 /* scan through all nearby squares for terrain to hide in */ 3189 /* 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]) { 3190 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3191 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3192 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3193 if (mflag & P_OUT_OF_MAP)
3194 {
3195 continue;
3196 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3197 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3198 level += 2;
3144 else /* open terrain! */ 3199 else /* open terrain! */
3145 level -= 1; 3200 level -= 1;
3146 } 3201 }
3147 3202
3148#if 0 3203#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3204 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3205#endif
3151 return level; 3206 return level;
3152} 3207}
3153 3208
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3209/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3210 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3211 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3212 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3213 */
3159 3214
3215void
3160void do_hidden_move (object *op) { 3216do_hidden_move (object *op)
3217{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3219 object *skop;
3163 3220
3164 if(!op || !op->map) return; 3221 if (!op || !op->map)
3222 return;
3165 3223
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3225
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3226 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3227 if (op->type == PLAYER && op->contr->run_on)
3228 {
3170 if(!skop || num >= skop->level) { 3229 if (!skop || num >= skop->level)
3230 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3232 make_visible (op);
3173 return; 3233 return;
3174 } else num += 20; 3234 }
3235 else
3236 num += 20;
3175 } 3237 }
3176 num += op->map->difficulty; 3238 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3239 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3240 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 {
3180 make_visible(op); 3243 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3244 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3245 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3246 }
3184 else if (op->type == PLAYER && skop) { 3247 else if (op->type == PLAYER && skop)
3248 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3250 }
3187} 3251}
3188 3252
3189/* determine if who is standing near a hostile creature. */ 3253/* determine if who is standing near a hostile creature. */
3190 3254
3255int
3191int stand_near_hostile( object *who ) { 3256stand_near_hostile (object *who)
3257{
3192 object *tmp=NULL; 3258 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3259 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3260 maptile *m;
3195 sint16 x,y; 3261 sint16 x, y;
3196 3262
3197 if(!who) return 0; 3263 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; 3264 return 0;
3265
3266 if (who->type == PLAYER)
3267 player = 1;
3268
3269 else
3270 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3271
3272 /* search adjacent squares */
3273 for (i = 1; i < 9; i++)
3274 {
3275 x = who->x + freearr_x[i];
3276 y = who->y + freearr_y[i];
3277 m = who->map;
3278 mflags = get_map_flags (m, &m, x, y, &x, &y);
3279 /* space must be blocked if there is a monster. If not
3280 * blocked, don't need to check this space.
3281 */
3282 if (mflags & P_OUT_OF_MAP)
3283 continue;
3284 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3285 continue;
3286
3287 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3288 {
3289 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3290 return 1;
3291 else if (tmp->type == PLAYER)
3292 {
3293 /*don't let a hidden DM prevent you from hiding */
3294 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3295 return 1;
3296 }
3297 }
3298 }
3299 return 0;
3227} 3300}
3228 3301
3229/* check the player los field for viewability of the 3302/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3303 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3304 * 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. 3311 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3312 * -b.t.
3240 * This function is now map tiling safe. 3313 * This function is now map tiling safe.
3241 */ 3314 */
3242 3315
3316int
3243int player_can_view (object *pl,object *op) { 3317player_can_view (object *pl, object *op)
3318{
3244 rv_vector rv; 3319 rv_vector rv;
3245 int dx,dy; 3320 int dx, dy;
3246 3321
3247 if(pl->type!=PLAYER) { 3322 if (pl->type != PLAYER)
3323 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3324 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; 3325 return -1;
3274 op = op->more;
3275 } 3326 }
3327 if (!pl || !op)
3276 return 0; 3328 return 0;
3329
3330 if (op->head)
3331 {
3332 op = op->head;
3333 }
3334 get_rangevector (pl, op, &rv, 0x1);
3335
3336 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any
3338 * part that is in the los array but isnt on
3339 * a blocked los square.
3340 * we use the archetype to figure out offsets.
3341 */
3342 while (op)
3343 {
3344 dx = rv.distance_x + op->arch->clone.x;
3345 dy = rv.distance_y + op->arch->clone.y;
3346
3347 /* only the viewable area the player sees is updated by LOS
3348 * code, so we need to restrict ourselves to that range of values
3349 * for any meaningful values.
3350 */
3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3354 return 1;
3355 op = op->more;
3356 }
3357 return 0;
3277} 3358}
3278 3359
3279/* routine for both players and monsters. We call this when 3360/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3361 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3362 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3363 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3364 * return 0.
3284 */ 3365 */
3366int
3285int action_makes_visible (object *op) { 3367action_makes_visible (object *op)
3368{
3286 3369
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3370 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3371 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3372 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3373 return 0;
3290 3374
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3375 if (op->contr && op->contr->tmp_invis == 0)
3376 return 0;
3292 3377
3293 /* If monsters, they should become visible */ 3378 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3379 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3380 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3381 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3382 return 1;
3297 } 3383 }
3298 } 3384 }
3299 return 0; 3385 return 0;
3300} 3386}
3301 3387
3302/* op_on_battleground - checks if the given object op (usually 3388/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3389 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3390 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3391 * -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 3392 * 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 3393 * 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 3394 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3395 */
3396int
3310int op_on_battleground (object *op, int *x, int *y) { 3397op_on_battleground (object *op, int *x, int *y)
3398{
3311 object *tmp; 3399 object *tmp;
3312 3400
3313 /* A battleground-tile needs the following attributes to be valid: 3401 /* 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), 3402 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3403 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3404 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3405 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3406 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3407 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3408 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3409 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3410 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3411 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3412 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3413 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3414 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3415 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3416 {
3326 object *invtmp; 3417 object *invtmp;
3418
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3419 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3420 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3421 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3422 {
3423 if (x != NULL && y != NULL)
3424 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3425 return 1;
3426 }
3427 }
3428 }
3330 if (x != NULL && y != NULL) 3429 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3430 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3431 return 1;
3333 } 3432 }
3334 } 3433 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3434 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3435 /* If we got here, did not find a battleground */
3343 return 0; 3436 return 0;
3344} 3437}
3345 3438
3346/* 3439/*
3350 * attributes: 3443 * attributes:
3351 * object *who the dragon player 3444 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3445 * int atnr the attack-number of the ability focus
3353 * int level ability level 3446 * int level ability level
3354 */ 3447 */
3448void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3449dragon_ability_gain (object *who, int atnr, int level)
3450{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3451 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3452 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3453 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3454 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3455 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3456 int i = 0, j = 0;
3362 3457
3363 /* get the appropriate treasurelist */ 3458 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3459 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3460 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3461 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3462 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3463 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3464 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3465 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3466 trlist = find_treasurelist ("dragon_ability_poison");
3372 3467
3373 if (trlist == NULL || who->type != PLAYER) 3468 if (trlist == NULL || who->type != PLAYER)
3374 return; 3469 return;
3375 3470
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3472
3378
3379 if (tr == NULL || tr->item == NULL) { 3473 if (tr == NULL || tr->item == NULL)
3474 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3476 return;
3382 } 3477 }
3383 3478
3384 /* everything seems okay - now bring on the gift: */ 3479 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3480 item = &(tr->item->clone);
3386 3481
3387 if (item->type == SPELL) { 3482 if (item->type == SPELL)
3483 {
3388 if (check_spell_known (who, item->name)) 3484 if (check_spell_known (who, item->name))
3389 return; 3485 return;
3390 3486
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3487 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); 3488 do_learn_spell (who, item, 0);
3393 return; 3489 return;
3394 } 3490 }
3395 3491
3396 /* grant direct spell */ 3492 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3493 if (item->type == SPELLBOOK)
3494 {
3398 if (!item->inv) { 3495 if (!item->inv)
3496 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3497 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3498 return;
3402 } 3499 }
3403 if (check_spell_known (who, item->inv->name)) 3500 if (check_spell_known (who, item->inv->name))
3404 return; 3501 return;
3405 if (item->invisible) { 3502 if (item->invisible)
3503 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3504 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); 3505 do_learn_spell (who, item->inv, 0);
3408 return; 3506 return;
3409 } 3507 }
3410 } 3508 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3509 else if (item->type == SKILL_TOOL && item->invisible)
3510 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3511 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3512 {
3413 3513
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3514 /* 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 3515 * 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, 3516 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3517 * but not all of them, he gets nothing.
3418 */ 3518 */
3419 if (!(skop->attacktype & item->attacktype)) { 3519 if (!(skop->attacktype & item->attacktype))
3520 {
3420 /* Give new attacktype */ 3521 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3522 skop->attacktype |= item->attacktype;
3422 3523
3423 /* always add physical if there's none */ 3524 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3525 skop->attacktype |= AT_PHYSICAL;
3425 3526
3426 if (item->msg != NULL) 3527 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3528 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3529
3429 /* Give player new face */ 3530 /* Give player new face */
3430 if (item->animation_id) { 3531 if (item->animation_id)
3532 {
3431 who->face = skop->face; 3533 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3534 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3535 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3536 who->last_anim = 0;
3435 who->state = 0; 3537 who->state = 0;
3436 animate_object(who, who->direction); 3538 animate_object (who, who->direction);
3437 } 3539 }
3540 }
3541 }
3438 } 3542 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3543 else if (item->type == FORCE)
3544 {
3442 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3546 object *skin;
3547
3444 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3551 ;
3448 3552
3553 if (!skin)
3554 return;
3555
3449 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3558 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3559 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3560
3453 /* print message */ 3561 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3562 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3563 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3564 {
3457 if (j) 3565 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3566 {
3459 else 3567 if (j)
3460 j = 1; 3568 strcat (buf, " and ");
3569 else
3570 j = 1;
3461 strcat(buf, spellpathnames[i]); 3571 strcat (buf, spellpathnames[i]);
3462 } 3572 }
3463 } 3573 }
3464 strcat(buf,"."); 3574 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3575 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3576 }
3467 3577
3468 /* evtl. adding flags: */ 3578 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3579 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3580 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3581 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3582 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3583 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3584 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3585
3476 /* print message if there is one */ 3586 /* print message if there is one */
3477 if (item->msg != NULL) 3587 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3588 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3589 }
3590 else
3479 } 3591 {
3480 else {
3481 /* generate misc. treasure */ 3592 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3593 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3594 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); 3595 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3596 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3597 esrv_send_item (who, tmp);
3487 } 3598 }
3488} 3599}
3489 3600
3490/** 3601/**
3491 * Unready an object for a player. This function does nothing if the object was 3602 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3603 * not readied.
3493 */ 3604 */
3605void
3494void player_unready_range_ob(player *pl, object *ob) { 3606player_unready_range_ob (player *pl, object *ob)
3607{
3495 rangetype i; 3608 rangetype i;
3496 3609
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3611 {
3498 if (pl->ranges[i] == ob) { 3612 if (pl->ranges[i] == ob)
3613 {
3499 pl->ranges[i] = NULL; 3614 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3615 if (pl->shoottype == i)
3616 {
3501 pl->shoottype = range_none; 3617 pl->shoottype = range_none;
3502 } 3618 }
3503 } 3619 }
3504 } 3620 }
3505} 3621}

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