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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 1.99 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 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; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 ranges [range_skill] = 0;
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;
205 205
206 if (!p) { 206 players.erase (this);
207 player *tmp; 207}
208 208
209 p = (player *) malloc(sizeof(player)); 209// connect the player with a specific client
210 if(p==NULL) 210// also changed, rationalises, and fixes some incorrect settings
211 fatal(OUT_OF_MEMORY); 211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
212 216
213 /* This adds the player in the linked list. There is extra 217 run_on = 0;
214 * complexity here because we want to add the new player at the 218 fire_on = 0;
215 * end of the list - there is in fact no compelling reason that 219 ob->container = 0; //TODO: client-specific
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;
226 220
227 p->next = NULL; 221 ns->update_look = 0;
228 } 222 ns->look_position = 0;
229 223
230 /* Clears basically the entire player structure except 224 clear_los (ob);
231 * for next and socket. 225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
232 */ 248 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
234 251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
235 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 329 * we deal with that below this point.
237 */ 330 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 334
244#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 336
246#endif 337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
247 355 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
249 358 }
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} 359}
301 360
302 361player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 362{
306 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
307 op->x = -1; 364 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 365}
311 366
312/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
314 * mode. 369 * mode.
315 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
316 375
317int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
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); 377 set_first_map (pl->ob);
332 378
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 379 return pl;
340} 380}
341 381
342/* 382/*
343 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
346 */ 386 */
387archetype *
347archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
348{ 389{
349 archetype *start = at; 390 archetype *start = at;
391
350 for (;;) { 392 for (;;)
393 {
351 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
352 at=first_archetype; 395 at = first_archetype;
353 else 396 else
354 at=at->next; 397 at = at->next;
398
355 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
356 return at; 400 return at;
401
357 if (at == start) { 402 if (at == start)
403 {
358 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 405 exit (-1);
360 } 406 }
361 } 407 }
362} 408}
363 409
364 410object *
365object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
366 object *op = NULL; 413 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 414 objectlink *ol;
369 unsigned lastdist; 415 unsigned lastdist;
370 rv_vector rv; 416 rv_vector rv;
371 417
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
373 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
377 */ 424 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
379 object *tmp=ol->ob; 427 object *tmp = ol->ob;
380 428
381 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 430 * itself will have been cleared.
383 */ 431 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
385 ol = ol->next; 434 ol = ol->next;
386 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
387 if (!ol) return op; 436 if (!ol)
388 } 437 return op;
438 }
389 439
390 /* Remove special check for player from this. First, it looks to cause 440 /* 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 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 442 * 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 443 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
396 */ 446 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 448 continue;
399 449
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) { 450 if (lastdist > rv.distance)
409 op=pl->ob; 451 {
452 op = ol->ob;
410 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
411 } 455 }
412 } 456
413 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
414#if 0 465#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
419 470
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* 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 472 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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. 509 * 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, 510 * 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 511 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 512 * is blocking itself.
463 */ 513 */
514int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
465 rv_vector rv; 517 rv_vector rv;
466 sint16 x,y; 518 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
469 521
470 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
471 523
472 if (rv.distance<mindiff) return 0; 524 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; 525 return 0;
725}
726 526
727void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
728 543
729 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 545 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}
733 546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist * items)
647{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
686 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737}
738
739void
734void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
735 if (party == NULL) { 742 if (party == NULL)
743 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 745 return;
738 } 746 }
747
739 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 752}
744
745 753
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
747int roll_stat(void) { 756roll_stat (void)
757{
748 int a[4],i,j,k; 758 int a[4], i, j, k;
749 759
750 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
752 762
753 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 764 if (a[i] < k)
755 k=a[i],j=i; 765 k = a[i], j = i;
756 766
757 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 768 if (i != j)
759 k+=a[i]; 769 k += a[i];
760 } 770
761 return k; 771 return k;
762} 772}
763 773
764void roll_stats(object *op) { 774void
765 int sum=0; 775object::roll_stats ()
766 int i = 0, j = 0; 776{
767 int statsort[7]; 777 int statsort [7];
768 778
779 for (;;)
769 do { 780 {
770 op->stats.Str=roll_stat(); 781 int sum = 0;
771 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 783 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);
781 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
782 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 790 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;
790 791
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]; 792 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
810 799
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; 800 stats.exp = 0;
822 op->stats.ac=0; 801 stats.ac = 0;
823 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
824 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
827 812
828 fix_player(op); 813 contr->orig_stats = stats;
814 }
815}
816
817void
818object::swap_stats (int a, int b)
819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823
824 stats.Str = contr->orig_stats.Str;
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
829 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
832 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
833} 852}
834 853
835void Roll_Again(object *op) 854static void
855start_info (object *op)
836{ 856{
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]; 857 char buf[MAX_BUF];
845 858
846 if ( op->contr->Swap_First == -1 ) { 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
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); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
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");
932 op->contr->state = ST_CHANGE_CLASS;
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
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 863}
954 864
955/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
959 * not the class. 869 * not the class.
960 */ 870 */
961 871int
962int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
963{ 873{
964 int tmp_loop; 874 int tmp_loop;
965 875
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
972 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
973 879
974 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
978 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
980 889
981 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
982 891
983 if (op->msg) { 892 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 893 op->msg = NULL;
986 }
987 894
988 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
989 * to save here. 896 * to save here.
990 */ 897 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 899 make_path_to_file (buf);
993 900
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 901 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 904 link_player_skills (op);
1001 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
1002 fix_player(op); 906 op->update_stats ();
1003 907
1004 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1005 * is one for this race 909 * is one for this race
1006 */ 910 */
1007 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1008 object *tmp; 913 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1012 first_map_ext_path, op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 917 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 918 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1019 * default initial map */ 923 * default initial map */
1020 free_object(tmp); 924 tmp->destroy ();
925 }
1021 } else { 926 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 928
929 return 0;
930 }
931
1027 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1029 */ 934 */
1030 935
1031 tmp_loop = 0; 936 tmp_loop = 0;
1032 while(!tmp_loop) { 937 while (!tmp_loop)
1033 const char *name = add_string (op->name); 938 {
939 shstr name = op->name;
1034 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1035 remove_statbonus(op); 941
1036 remove_ob (op); 942 op->remove_statbonus ();
943 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1039 op->instantiate (); 946 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 948 op->name = op->name_pl = name;
1042 op->name = name; 949 op->x = x;
1043 free_string(op->name_pl); 950 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 */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 954 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 956 }
957
1056 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 960 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 963 op->stats.grace = 0;
964
1062 if (op->msg) 965 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 968 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; 969 return 0;
1066} 970}
1067 971
1068int key_confirm_quit(object *op, char key) 972void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* 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,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 973flee_player (object *op)
974{
1114 int dir,diff; 975 int dir, diff;
1115 rv_vector rv; 976 rv_vector rv;
1116 977
1117 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 982 return;
1121 } 983 }
1122 984
1123 if(op->enemy==NULL) { 985 if (op->enemy == NULL)
986 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 987 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 989 return;
1127 } 990 }
1128 991
1129 /* Seen some crashes here. Since we don't store an 992 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 993 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 994 * actual enemy, and the object is recycled.
1132 */ 995 */
1133 if (op->enemy->map == NULL) { 996 if (op->enemy->map == NULL)
997 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 998 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 999 op->enemy = NULL;
1136 return; 1000 return;
1137 } 1001 }
1138 1002
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1140 op->enemy=NULL; 1005 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1007 return;
1143 } 1008 }
1009
1144 get_rangevector(op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1145 1011
1146 dir=absdir(4+rv.direction); 1012 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1013 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 } 1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1018 return;
1019 }
1020
1154 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1023 op->enemy = NULL;
1157} 1024}
1158 1025
1159 1026
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1027/* 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 1028 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1029 * stop.
1163 */ 1030 */
1031int
1164int check_pick(object *op) { 1032check_pick (object *op)
1033{
1165 object *tmp, *next; 1034 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1035 int stop = 0;
1168 int j, k, wvratio; 1036 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1170 1038
1171
1172 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1174 return 1; 1041 return 1;
1175 1042
1176 op_tag = op->count;
1177
1178 next = op->below; 1043 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1044
1182 /* loop while there are items on the floor that are not marked as 1045 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1046 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1185 { 1048 {
1186 tmp = next; 1049 tmp = next;
1187 next = tmp->below; 1050 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1051
1191 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1192 return 0; 1053 return 0;
1193 1054
1194 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1195 continue; 1056 continue;
1196 1057
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1059 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1061 pick_up (op, tmp);
1201 continue; 1062 continue;
1202 } 1063 }
1203 1064
1204 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1206 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1069 {
1208 case 1: pick_up (op, tmp); 1070 case 0:
1209 return 1; 1071 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1072 case 1:
1211 return 0; 1073 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1074 return 1;
1213 case 4: pick_up (op, tmp); 1075 case 2:
1214 break; 1076 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1077 return 0;
1216 stop = 1; 1078 case 3:
1217 break; 1079 return 0; /* stop before pickup */
1218 case 6: 1080 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1082 break;
1221 pick_up(op, tmp); 1083 case 5:
1222 break; 1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1089 pick_up (op, tmp);
1090 break;
1223 1091
1224 case 7: 1092 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1094 pick_up (op, tmp);
1227 break; 1095 break;
1228 1096
1229 default: 1097 default:
1230 /* use value density */ 1098 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1101 pick_up (op, tmp);
1234 >= op->contr->mode) 1102 }
1235 pick_up(op,tmp); 1103 }
1236 } 1104 else
1237 } 1105 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1106 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1107 if (op->contr->mode & PU_DEBUG)
1241 { 1108 {
1242 /* some debugging code to figure out item information */ 1109 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1110 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1112 &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)))); 1113 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1115 &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)))); 1116
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1252 1119
1253 sprintf(putstring,"...flags: "); 1120 /* philosophy:
1254 for(k=0;k<4;k++) 1121 * It's easy to grab an item type from a pile, as long as it's
1255 { 1122 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1123 * and selections, select-items should be used. This is a
1257 { 1124 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1125 * example.
1259 { 1126 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1127 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1128 * convert to decimal and then 'pickup <#>
1262 } 1129 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue;
1156
1157 /* ignore known cursed objects */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1159 continue;
1160
1161 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD)
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 {
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229 }
1230
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 {
1316 if (tmp->type == WEAPON && tmp->name != NULL)
1317 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334 }
1335
1336 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343
1344 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */
1346 if (op->contr->mode & PU_RATIO)
1347 {
1348 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 {
1355 pick_up (op, tmp);
1267#if 0 1356#if 0
1268 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1270 { 1359 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1361 }
1273 { 1362 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1365 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 1366#endif
1367 continue;
1368 }
1369 }
1370 } /* the new pickup model */
1280 } 1371 }
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 1372
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; 1373 return !stop;
1444} 1374}
1445 1375
1446/* 1376/*
1447 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1379 * found object is returned.
1450 */ 1380 */
1381object *
1451object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1452{ 1383{
1453 object *tmp = NULL; 1384 object *tmp = NULL;
1454 1385
1455 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1387 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); 1388 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1460 return op; 1390 return op;
1461 return tmp; 1391 return tmp;
1462} 1392}
1463 1393
1464/* 1394/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1399 */
1470 1400
1401object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1403{
1473 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1475 1406
1476 if (!type) 1407 if (!type)
1477 return NULL; 1408 return NULL;
1478 1409
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1413 {
1414 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1416 if (i > betterby)
1485 tmp = ntmp; 1417 {
1486 betterby = i; 1418 tmp = ntmp;
1487 } 1419 betterby = i;
1420 }
1421 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1489 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1426 {
1492 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1428 {
1494 return arrow; 1429 *better = 100;
1495 } else { 1430 return arrow;
1496 tmp = arrow; 1431 }
1432 else
1433 {
1434 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1436 }
1499 } else { 1437 }
1438 else
1439 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1501 attacktype = 1<<attacknum; 1442 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1443 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) { 1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1445 {
1446 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1448 }
1507 } 1449 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1451 {
1452 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1454 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1456 {
1457 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1459 }
1460 }
1461 }
1516 } 1462 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1464 return find_arrow (op, type);
1521 1465
1522 *better = betterby; 1466 *better = betterby;
1523 return tmp; 1467 return tmp;
1524} 1468}
1525 1469
1526/* looks in a given direction, finds the first valid target, and calls 1470/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1472 * op = the shooter
1529 * type = bow->race 1473 * type = bow->race
1530 * dir = fire direction 1474 * dir = fire direction
1531 */ 1475 */
1532 1476
1477object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1534{ 1479{
1535 object *tmp = NULL; 1480 object *tmp = NULL;
1536 mapstruct *m; 1481 maptile *m;
1537 int i, mflags, found, number; 1482 int i, mflags, found, number;
1538 sint16 x, y; 1483 sint16 x, y;
1539 1484
1540 if (op->map == NULL) 1485 if (op->map == NULL)
1541 return find_arrow(op, type); 1486 return find_arrow (op, type);
1542 1487
1543 /* do a dex check */ 1488 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 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))) 1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1491 return find_arrow (op, type);
1547 1492
1548 m = op->map; 1493 m = op->map;
1549 x = op->x; 1494 x = op->x;
1550 y = op->y; 1495 y = op->y;
1551 1496
1552 /* find the first target */ 1497 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1554 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1558 tmp = NULL; 1505 tmp = NULL;
1559 break; 1506 break;
1507 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1511 * perhaps a bad assumption.
1563 */ 1512 */
1564 tmp = NULL; 1513 tmp = NULL;
1565 break; 1514 break;
1566 } 1515 }
1567 if (mflags & P_IS_ALIVE) { 1516 if (mflags & P_IS_ALIVE)
1517 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1520 {
1571 break; 1521 found++;
1572 } 1522 break;
1523 }
1573 if (found) 1524 if (found)
1574 break; 1525 break;
1575 } 1526 }
1576 } 1527 }
1577 if (tmp == NULL) 1528 if (tmp == NULL)
1578 return find_arrow(op, type); 1529 return find_arrow (op, type);
1579 1530
1580 if (tmp->head) 1531 if (tmp->head)
1581 tmp = tmp->head; 1532 tmp = tmp->head;
1582 1533
1583 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1584} 1535}
1585 1536
1586/* 1537/*
1587 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1542 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1543 * 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 1544 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1545 * player fire modes.
1595 */ 1546 */
1547int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1549{
1599 object *left, *bow; 1550 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1551 int bowspeed, mflags;
1602 mapstruct *m; 1552 maptile *m;
1603 1553
1604 if (!dir) { 1554 if (!dir)
1555 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1557 return 0;
1607 } 1558 }
1559
1608 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1610 else { 1562 else
1563 {
1611 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1565 /* 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. 1566 * don't need to switch back and forth between bows and weapons.
1614 */ 1567 */
1615 if(bow->type==BOW) 1568 if (bow->type == BOW)
1616 break; 1569 break;
1617 1570
1618 if (!bow) { 1571 if (!bow)
1572 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1574 return 0;
1621 } 1575 }
1622 } 1576 }
1577
1623 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1581 return 0;
1626 } 1582 }
1627 1583
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1585
1630 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1633 if (bowspeed < 1) 1590 if (bowspeed < 1)
1634 bowspeed = 1; 1591 bowspeed = 1;
1635 1592
1636 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1638 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 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 */ 1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1600 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1602 return 0;
1645 } 1603 }
1646 } 1604 }
1605
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1608 return 0;
1650 } 1609
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1613 return 0;
1654 } 1614 }
1655 1615
1656 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1618 {
1619 arrow->destroy ();
1620 return 0;
1621 }
1662 1622
1663 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1628 return 0;
1669 return 0;
1670 } 1629 }
1671 set_owner(arrow, op); 1630
1672 if (arrow->skill) free_string(arrow->skill); 1631 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1632 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1633 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1634
1679 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1638 op->update_stats ();
1682 } 1639 }
1683 1640
1684 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1690 1647
1691 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1693 */ 1650 */
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 1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1699 /* update the speed */ 1654 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1656 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 1657
1705 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1709 1660
1710 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1665 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 1666
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1668 }
1669 else
1670 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1671 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; 1672 arrow->level = op->level;
1722 } 1673 }
1674
1723 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1725 if (bow->slaying != NULL) 1678 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1679 arrow->slaying = bow->slaying;
1727 1680
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1683
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1686
1736 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1688 move_arrow (arrow);
1738 1689
1739 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1742 else 1694 else
1743 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1744 } 1696 }
1697
1745 return 1; 1698 return 1;
1746} 1699}
1747 1700
1748/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1702 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1706 * hence the function name.
1754 */ 1707 */
1708int
1755int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1756{ 1710{
1757 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1758 1712
1759 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1714 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 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); 1716 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1720 wcmod = -1;
1721
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1723 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 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)]); 1727 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)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1735
1777 } else { 1736 }
1737 else
1738 {
1778 /* Simple case */ 1739 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1741 }
1781 return ret; 1742 return ret;
1782} 1743}
1783 1744
1784 1745
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1787 */ 1748 */
1749void
1788void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1789{ 1751{
1790 object *item; 1752 object *item;
1791 1753
1792 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1757 return;
1795 } 1758 }
1796 1759
1797 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1761 if (!item->inv)
1762 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1764 return;
1801 } 1765 }
1802 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1803 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 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)); 1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1772 return;
1807 } 1773 }
1774 }
1808 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1780 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1781 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)); 1782 else
1814 else 1783 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; 1784 return;
1818 } 1785 }
1819 } 1786 }
1820 1787
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1824 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1825 object *tmp; 1794 {
1826 if (item->arch) { 1795 object *tmp;
1796
1797 if (item->arch)
1798 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1829 item->speed = 0; 1801 item->set_speed (0);
1830 update_ob_speed(item); 1802 }
1831 } 1803
1832 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1806 }
1835 } 1807 }
1836 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1809 drain_rod_charge (item);
1838 }
1839 } 1810 }
1840} 1811}
1841 1812
1842/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1843 */ 1814 */
1815void
1844void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1845 int spellcost=0; 1818 int spellcost = 0;
1846 1819
1847 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1849 1823
1850 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1851 case range_none: 1826 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; 1827 return;
1888 default: 1828
1829 case range_bow:
1830 player_fire_bow (op, dir);
1831 return;
1832
1833 case range_magic: /* Casting spells */
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1835 return;
1836
1837 case range_misc:
1838 fire_misc_object (op, dir);
1839 return;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1866 return;
1891 } 1867 }
1892} 1868}
1893 1869
1894 1870
1895 1871
1902 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1905 */ 1881 */
1906 1882
1883object *
1907object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1908{ 1885{
1909 object *tmp,*key; 1886 object *tmp, *key;
1910 1887
1911 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1913 1891
1914 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1917 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1919 */ 1899 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1901 break;
1922 } 1902 }
1923 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1906 * a key, return
1927 */ 1907 */
1928 if (!tmp) { 1908 if (!tmp)
1909 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1930 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1917 }
1918 }
1919 if (!tmp)
1920 return NULL;
1933 } 1921 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1922 /* 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 1923 * see if we actually want to use it
1939 */ 1924 */
1940 if (pl!=container) { 1925 if (pl != container)
1926 {
1941 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1943 /* cases where this fails: 1930 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1932 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1947 * containers can be used. 1934 * containers can be used.
1948 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1952 * 1939 *
1953 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1954 * all the others. 1941 * all the others.
1955 */ 1942 */
1956 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1946 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1948 "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; 1949 return NULL;
1965 } 1950 }
1966 } 1951 }
1967 return tmp; 1952 return tmp;
1968} 1953}
1969 1954
1970/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1973 * 0 otherwise 1958 * 0 otherwise
1974 */ 1959 */
1960static int
1975static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1976{ 1962{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1981 */ 1966 */
1982 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1983 1968
1984 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1985 if (key) { 1970 if (key)
1971 {
1986 object *container=key->env; 1972 object *container = key->env;
1987 1973
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 1982 }
1994 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1996 "You open the door with the %s", query_short_name(key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1987 }
1999 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2002 if (container != op) 1991 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
2005 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
2006 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1999 return 1;
2009 } 2000 }
2010 return 0; 2001 return 0;
2011} 2002}
2012 2003
2013/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2018 */ 2009 */
2019 2010void
2020void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2021{ 2012{
2022 object *tmp, *mon, *tpl; 2013 object *tmp, *mon;
2023 sint16 nx, ny; 2014 sint16 nx, ny;
2024 int on_battleground; 2015 int on_battleground;
2025 mapstruct *m; 2016 maptile *m;
2026 2017
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2018 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2019 ny = freearr_y[dir] + op->y;
2031 2020
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2033 2022
2034 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * 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 2027 * 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 2028 * 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 2029 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2030 * move_ob uses.
2042 */ 2031 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2033 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2044 return;
2053 }
2054 2045
2055 mon = NULL; 2046 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* 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. 2048 * 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 2049 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2050 * on the space
2060 */ 2051 */
2061 while (tmp!=NULL) { 2052 while (tmp)
2053 {
2062 if (tmp == op) { 2054 if (tmp == op)
2063 tmp=tmp->above; 2055 {
2064 continue; 2056 tmp = tmp->above;
2065 } 2057 continue;
2058 }
2059
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2061 {
2068 break; 2062 mon = tmp;
2069 } 2063 break;
2064 }
2065
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2067 mon = tmp;
2068
2072 tmp=tmp->above; 2069 tmp = tmp->above;
2073 } 2070 }
2074 2071
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2073 return; /* into a wall */
2077 2074
2078 if(mon->head != NULL) 2075 if (mon->head)
2079 mon = mon->head; 2076 mon = mon->head;
2080 2077
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2079 if (player_attack_door (op, mon))
2080 return;
2083 2081
2084 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2083 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2087 * and thus will not push them.
2090 */ 2088 */
2091 2089
2092 /* If the creature is a pet, push it even if the player is not 2090 /* 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 2091 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2095 */ 2093 */
2096 if ((op->type==PLAYER) 2094 if ((op->type == PLAYER)
2097#if COZY_SERVER 2095#if COZY_SERVER
2098 && 2096 &&
2099 ( 2097 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2099#else
2105 && get_owner(mon)==op 2100 && mon->owner == op
2106#endif 2101#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2103 {
2109 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2105 if (op->contr->braced)
2106 return;
2107
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2109 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2114 return; 2113 return;
2115 } 2114 }
2116 2115
2117 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2118 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2119 * attack them either.
2121 */ 2120 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2127#else 2128#else
2128 op->contr->peaceful && 2129 op->contr->peaceful &&
2129#endif 2130#endif
2130 !on_battleground 2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2131 )) { 2134 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2136 push_ob (mon, dir, op);
2135 } else { 2137 }
2138 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2141 /* If the object is a boulder or other rollable object, then 2145 /* 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. 2146 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2147 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2145 recursive_roll(mon,dir,op); 2150 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2151 if (action_makes_visible (op))
2147 } 2152 make_visible (op);
2153 }
2148 2154
2149 /* Any generic living creature. Including things like doors. 2155 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2156 * 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: 2157 * 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 2158 * 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. 2159 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2160 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2163 {
2159 2164
2160 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2166 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2167 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2168 * incurred a 1 tick offset.
2164 */ 2169 */
2165 if (!op->contr->has_hit) { 2170 if (!op->contr->has_hit)
2171 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2173
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2175 }
2170 2176
2171 skill_attack(mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2172 2178
2173 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2182 * the wiz.
2177 */ 2183 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2184 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)) { 2185 {
2180 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2187
2181 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2184 } 2191 }
2185 if(action_makes_visible(op)) make_visible(op); 2192
2186 } 2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2187 } /* if player should attack something */ 2196 } /* if player should attack something */
2188} 2197}
2189 2198
2199int
2190int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2191 int pick; 2202 int pick;
2192 object *transport = op->contr->transport;
2193 2203
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2204 if (!op->map || 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; 2205 return 0;
2206
2207 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9))
2209 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0;
2212 }
2213
2214 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217
2218 op->facing = dir;
2219
2220 if (op->hide)
2221 do_hidden_move (op);
2222
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ;
2225 else if (op->contr->fire_on)
2226 fire (op, dir);
2227 else
2228 {
2229 move_player_attack (op, dir);
2230 pick = check_pick (op);
2231 }
2232
2233 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing.
2235 */
2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 op->direction = dir;
2238 else
2239 op->direction = 0;
2240
2241 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities
2243 * for players.
2244 */
2245 animate_object (op, op->facing);
2246 return 0;
2256} 2247}
2257 2248
2258/* This is similar to handle_player, below, but is only used by the 2249/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2250 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2251 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2252 * the new speed values for commands.
2262 * 2253 *
2263 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2264 */ 2255 */
2256int
2265int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2266{ 2258{
2267 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2268 op->invisible = 1000; 2261 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2272 */ 2265 */
2273 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2267 op->invisible--;
2274 } 2268 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2276 op->invisible--; 2271 op->invisible--;
2277 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2278 make_visible(op); 2274 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2276 }
2281 } 2277 }
2282 2278
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2284 flee_player(op); 2281 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2282 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2287 op->speed_left--; 2285 op->speed_left--;
2288 return 0; 2286 return 0;
2289 } 2287 }
2290 } 2288 }
2291 2289
2292 /* I've been seeing crashes where the golem has been destroyed, but 2290 /* 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 2291 * 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 2292 * 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. 2293 * put this in a a workaround to clean up the golem pointer.
2296 */ 2294 */
2297 if (op->contr->ranges[range_golem] && 2295 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; 2296 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2297
2304 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2300 * called, so we recheck it here.
2307 */ 2301 */
2308 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2303 return 1;
2310 2304
2305 if (op->speed_left > 0)
2306 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2312 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2310 op->speed_left--;
2314 2311
2315 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2318 */ 2315 */
2319 move_player(op, op->direction); 2316 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2321 else return 0; 2322 return 0;
2322 } 2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2329 return 0;
2324}
2325 2330
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2336
2337 query_name(tmp));
2338 if (op->contr) 2337 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2339
2341 free_object(tmp); 2340 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2343 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2345 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2346 op->stats.food = 999; 2347 op->stats.food = 999;
2347 fix_player(op); 2348
2349 op->update_stats ();
2348 return 1; 2350 return 1;
2349 } 2351 }
2352
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2356 return 0;
2354} 2357}
2355 2358
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2359/* 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 2360 * 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 2361 * function will descend into containers. op is the object to start the search
2359 * from. 2362 * from.
2360 */ 2363 */
2364void
2361void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2362{ 2366{
2363 object *next; 2367 object *next;
2364 2368
2365 while (op) { 2369 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2370 {
2367 * we remove object 'op' 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2372
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2374 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385}
2382 2386
2383/* 2387/*
2384 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2389 */ 2393 */
2394char *
2390char *gravestone_text (object *op) 2395gravestone_text (object *op)
2391{ 2396{
2392 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2399 time_t now = time (NULL);
2395 2400
2396 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2404 else
2400 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2408 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2411 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2415 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2420 strcat (buf2, buf);
2413 } 2421 }
2422
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2417 return buf2; 2427 return buf2;
2418} 2428}
2419 2429
2420 2430void
2421
2422void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2423 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2426 int i; 2436 int i;
2427 int rate_hp = 1200; 2437 int rate_hp = 1200;
2428 int rate_sp = 2500; 2438 int rate_sp = 2500;
2429 int rate_grace = 2000; 2439 int rate_grace = 2000;
2430 const int max_hp = 1; 2440 const int max_hp = 1;
2431 const int max_sp = 1; 2441 const int max_sp = 1;
2432 const int max_grace = 1; 2442 const int max_grace = 1;
2433 2443
2434 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2447 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]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2449 }
2440 2450
2441 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2442 2452 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2457 else
2458 {
2448 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2461 }
2462
2451 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2465 else
2466 {
2454 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2469 }
2470
2457 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2473 else
2474 {
2460 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2477 }
2463 2478
2464 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2482 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) { 2483 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2484 {
2485 op->stats.sp++;
2469 /* dms do not consume food */ 2486 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2488 {
2489 op->stats.food--;
2472 if(op->contr->digestion<0) 2490 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2492 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; 2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2519 }
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 2520
2498 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2523 if (--op->last_grace < 0)
2524 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2527
2528 if (max_grace > 1)
2529 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2531 if (over_grace > 0)
2506 op->stats.sp += over_grace 2532 {
2533 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; 2534 + (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; 2535 op->last_grace = 0;
2509 } else { 2536 }
2537 else
2538 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2540 }
2512 } else { 2541 }
2542 else
2543 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2545 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2516 } 2547 }
2517 2548
2518 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2520 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2553 {
2554 op->stats.hp++;
2522 /* dms do not consume food */ 2555 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2557 {
2558 op->stats.food--;
2525 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2561 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; 2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2530 } 2583 }
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 2584
2546 /* Digestion */ 2585 /* Digestion */
2547 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2548#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2591#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2592 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 2593#endif
2556 2594
2557 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2597 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2561 /* dms do not consume food */ 2600 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2602 op->stats.food--;
2564 } 2603 }
2565 2604
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2606 {
2607 object *tmp, *flesh = 0;
2568 2608
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2618 break;
2576 } 2619 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2621 flesh = tmp;
2579 } /* end of for loop */ 2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2580 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2626 * eat flesh instead.
2582 */ 2627 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2586 } 2632 }
2587 } /* end if player is starving */ 2633 }
2588 2634
2589 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2591 2637
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2639 kill_player (op);
2640 }
2594} 2641}
2595
2596
2597 2642
2598/* If the player should die (lack of hp, food, etc), we call this. 2643/* 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 2644 * 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 2645 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2646 * file.
2602 */ 2647 */
2648void
2603void kill_player(object *op) 2649kill_player (object *op)
2604{ 2650{
2605 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2606 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2608 int z; 2657 /* int z;
2609 int num_stats_lose; 2658 int num_stats_lose;
2610 int lost_a_stat; 2659 int lost_a_stat;
2611 int lose_this_stat; 2660 int lose_this_stat;
2612 int this_stat; 2661 int this_stat; */
2613 int will_kill_again; 2662 int will_kill_again;
2614 archetype *at; 2663 archetype *at;
2615 object *tmp; 2664 object *tmp;
2616 2665
2617 if(save_life(op)) 2666 if (save_life (op))
2618 return; 2667 return;
2619 2668
2620 2669
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2670 /* 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. 2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2673 */
2625 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2627 "You have been defeated in combat!"); 2676 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, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2678
2630
2631 /* restore player */ 2679 /* restore player */
2632 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2682 {
2635 remove_ob(tmp); 2683 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2685 }
2639 2686
2640 at = find_archetype("confusion"); 2687 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2689 {
2643 remove_ob(tmp); 2690 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2692 }
2647 2693
2648 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2651 2697 op->stats.food = 999;
2698
2652 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2701 {
2656 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2703 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2707 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2711 }
2712
2669 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2715 op->contr->braced = 0;
2672 return; 2716 return;
2673 } 2717 }
2674 2718
2675 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2676 2720
2677 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2678 2722
2679 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2724 {
2681 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...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2688 } 2727 }
2689 else { 2728 else
2690 if (op->contr->explore) {
2691 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...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2697 } 2730
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2732
2700 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2702 2737
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2739 * 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. 2740 * See the config.h file for a little more in depth detail about this.
2708 */ 2741 */
2709 2742
2710 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2745 * of death.
2713 */ 2746 */
2714#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2716 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2752 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2755 little bit harder. */
2722 /* GD */ 2756 /* GD */
2723 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2758 num_stats_lose = 1;
2725 else 2759 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2761 }
2762 else
2728 num_stats_lose = 1; 2763 num_stats_lose = 1;
2729 } 2764
2730 lost_a_stat = 0; 2765 lost_a_stat = 0;
2731 2766
2732 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2733 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2734 2770
2735 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2736 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2774 * what he lost.
2738 */ 2775 */
2739 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2781 lost_a_stat = 1;
2745 } else { 2782 }
2783 else
2784 {
2746 /* deplete a stat */ 2785 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2749 2791 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2793 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 2794 }
2783 if (lose_this_stat) { 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2831 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2832 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2833 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2834 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2835 * difference.
2790 */ 2836 */
2791 if (this_stat>=-50) { 2837 if (this_stat >= -50)
2838 {
2792 change_attr_value(&(dep->stats), i, -1); 2839 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2840 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2842 op->update_stats ();
2796 lost_a_stat = 1; 2843 lost_a_stat = 1;
2797 } 2844 }
2798 } 2845 }
2846 }
2799 } 2847 }
2800 }
2801 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2849 if (!lost_a_stat)
2803 { 2850 {
2804 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2852 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2853 const char *god = determine_god (op);
2854
2807 if (god && (strcmp(god, "none"))) 2855 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2856 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" 2857 else
2810 " you.", god); 2858 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 } 2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2862#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 2863
2819 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2865 * exp loss on the stone.
2821 */ 2866 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2872 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" 2873 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; 2874 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2876
2836 /**************************************/ 2877 /**************************************/
2837 /* */ 2878 /* */
2838 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2841 /* */ 2882 /* */
2842 /**************************************/ 2883 /**************************************/
2843 2884
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2886 /* restore player */
2846 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2889
2848 if (tmp) { 2890 if (tmp)
2849 remove_ob(tmp); 2891 {
2850 free_object(tmp); 2892 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2894 }
2853 2895
2854 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2898 if (tmp)
2857 remove_ob(tmp); 2899 {
2858 free_object(tmp); 2900 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2902 }
2903
2861 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2862 2905
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2913
2870 /* 2914 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2915 * 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 2916 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2917 * in the map.
2874 */ 2918 */
2875 2919
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2920 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2922
2884 /****************************************/ 2923 /****************************************/
2885 /* */ 2924 /* */
2886 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2888 /* */ 2927 /* */
2889 /****************************************/ 2928 /****************************************/
2890 2929
2891 enter_player_savebed(op); 2930 enter_player_savebed (op);
2892 2931
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2932 op->contr->braced = 0;
2897 save_player(op,1);
2898 2933
2899 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2937 * on the space that might harm the player.
2903 */ 2938 */
2904 will_kill_again=0; 2939 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2908 } 2943
2909 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2910 object *force; 2946 object *force;
2911 int at; 2947 int at;
2912 2948
2913 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2951 force->speed = 0.1;
2916 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2956 force->resist[at] = 100;
2921 } 2957
2922 insert_ob_in_ob(force, op); 2958 insert_ob_in_ob (force, op);
2923 fix_player(op); 2959 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2960
2961 }
2962
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2963 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} 2964}
2999 2965
3000 2966void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2969 object *tmp, *tmp2, *next;
3003 2970
2971 if (op->container)
3004 if (op->container) { /* close open sack first */ 2972 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2973
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
3009 next=tmp->below; 2976 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2977
3011 remove_ob(tmp); 2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2983 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2984 { /* empty container to ground */
3015 } 2985 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2986 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 {
3018 if(tmp->nrof>1) { 2989 if (tmp->nrof > 1)
2990 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2992 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 }
2995 else
2996 tmp->destroy ();
2997 }
3022 } else 2998 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3000 }
3027} 3001}
3028 3002
3029/* 3003/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3005 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3006 * was changed.
3033 */ 3007 */
3034 3008
3009void
3035void fix_weight(void) { 3010fix_weight (void)
3036 player *pl; 3011{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3039 if(old == sum) 3016 if (old == sum)
3040 continue; 3017 continue;
3041 fix_player(pl->ob); 3018 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3020 }
3045} 3021}
3046 3022
3023void
3047void fix_luck(void) { 3024fix_luck (void)
3048 player *pl; 3025{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3052} 3029}
3053
3054 3030
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3058 */ 3034 */
3059
3060void 3035void
3061cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3062{ 3037{
3063 object *skop, *spob; 3038 object *skop, *spob;
3064 3039
3065 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3066 3041
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3044 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3046 return;
3073 } 3047 }
3074 3048
3075 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3076 3050
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3051 // 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 3052 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3054 if (!spob)
3081 { 3055 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3056 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; 3057 return;
3085 } 3058 }
3086 3059
3087 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3062
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3064
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3066}
3096 3067
3068void
3097void make_visible (object *op) { 3069make_visible (object *op)
3070{
3098 op->hide = 0; 3071 op->hide = 0;
3099 op->invisible = 0; 3072 op->invisible = 0;
3100 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3101 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3076 op->contr->invis_race = 0;
3103 } 3077 }
3104 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3105} 3079}
3106 3080
3081int
3107int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3108 object *tmp=NULL; 3084 object *tmp = NULL;
3109 3085
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3111 3088
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; 3089 return 0;
3117} 3090}
3118 3091
3119/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3094 * indicate greater hideability.
3122 */ 3095 */
3123 3096
3097int
3124int hideability(object *ob) { 3098hideability (object *ob)
3099{
3125 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3126 sint16 x,y; 3101 sint16 x, y;
3127 3102
3128 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3129 3105
3130 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3132 3108
3133 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3110 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3137 3114
3138 /* scan through all nearby squares for terrain to hide in */ 3115 /* 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]) { 3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3124 level += 2;
3144 else /* open terrain! */ 3125 else /* open terrain! */
3145 level -= 1; 3126 level -= 1;
3146 } 3127 }
3147 3128
3148#if 0 3129#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3131#endif
3151 return level; 3132 return level;
3152} 3133}
3153 3134
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3139 */
3159 3140
3141void
3160void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3145 object *skop;
3163 3146
3164 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3165 3149
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3151
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3157 make_visible (op);
3173 return; 3158 return;
3174 } else num += 20;
3175 } 3159 }
3160 else
3161 num += 20;
3162
3176 num += op->map->difficulty; 3163 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3165 num -= hide;
3166
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3180 make_visible(op); 3169 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3170 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3172 }
3184 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3175}
3188 3176
3189/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3190 3178
3179int
3191int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3192 object *tmp=NULL; 3182 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3184 maptile *m;
3195 sint16 x,y; 3185 sint16 x, y;
3196 3186
3197 if(!who) return 0; 3187 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; 3188 return 0;
3189
3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3195
3196 /* search adjacent squares */
3197 for (i = 1; i < 9; i++)
3198 {
3199 x = who->x + freearr_x[i];
3200 y = who->y + freearr_y[i];
3201 m = who->map;
3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3203 /* space must be blocked if there is a monster. If not
3204 * blocked, don't need to check this space.
3205 */
3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3209 continue;
3210
3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3214 return 1;
3215 else if (tmp->type == PLAYER)
3216 {
3217 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3219 return 1;
3220 }
3221 }
3222 }
3223 return 0;
3227} 3224}
3228 3225
3229/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3228 * 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. 3235 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3236 * -b.t.
3240 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3241 */ 3238 */
3242 3239
3240int
3243int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3244 rv_vector rv; 3243 rv_vector rv;
3245 int dx,dy; 3244 int dx, dy;
3246 3245
3247 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 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; 3249 return -1;
3274 op = op->more;
3275 } 3250 }
3251
3252 if (!pl || !op)
3276 return 0; 3253 return 0;
3254
3255 op = op->head_ ();
3256
3257 get_rangevector (pl, op, &rv, 0x1);
3258
3259 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any
3261 * part that is in the los array but isnt on
3262 * a blocked los square.
3263 * we use the archetype to figure out offsets.
3264 */
3265 while (op)
3266 {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1;
3278 op = op->more;
3279 }
3280 return 0;
3277} 3281}
3278 3282
3279/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3287 * return 0.
3284 */ 3288 */
3289int
3285int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3286 3292
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3296 return 0;
3290 3297
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3292 3300
3293 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3305 return 1;
3297 } 3306 }
3298 } 3307 }
3299 return 0; 3308 return 0;
3300} 3309}
3301 3310
3302/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3314 * -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 3315 * 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 3316 * 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 3317 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3318 */
3319int
3310int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3311 object *tmp; 3322 object *tmp;
3312 3323
3313 /* A battleground-tile needs the following attributes to be valid: 3324 /* 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), 3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3326 object *invtmp; 3340 object *invtmp;
3341
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3348 return 1;
3349 }
3350 }
3351 }
3330 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3354 return 1;
3333 } 3355 }
3334 } 3356 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3357 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3343 return 0; 3359 return 0;
3344} 3360}
3345 3361
3346/* 3362/*
3350 * attributes: 3366 * attributes:
3351 * object *who the dragon player 3367 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3353 * int level ability level 3369 * int level ability level
3354 */ 3370 */
3371void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3379 int i = 0, j = 0;
3362 3380
3363 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3372 3390
3373 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3374 return; 3392 return;
3375 3393
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3395
3378 3396 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3397 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3399 return;
3382 } 3400 }
3383 3401
3384 /* everything seems okay - now bring on the gift: */ 3402 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3403 item = &(tr->item->clone);
3386 3404
3387 if (item->type == SPELL) { 3405 if (item->type == SPELL)
3406 {
3388 if (check_spell_known (who, item->name)) 3407 if (check_spell_known (who, item->name))
3389 return; 3408 return;
3390 3409
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3410 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); 3411 do_learn_spell (who, item, 0);
3393 return; 3412 return;
3394 } 3413 }
3395 3414
3396 /* grant direct spell */ 3415 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3416 if (item->type == SPELLBOOK)
3417 {
3398 if (!item->inv) { 3418 if (!item->inv)
3419 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3421 return;
3402 } 3422 }
3403 if (check_spell_known (who, item->inv->name)) 3423 if (check_spell_known (who, item->inv->name))
3404 return; 3424 return;
3405 if (item->invisible) { 3425 if (item->invisible)
3426 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3427 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); 3428 do_learn_spell (who, item->inv, 0);
3408 return; 3429 return;
3409 } 3430 }
3410 } 3431 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3434 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3435 {
3413 3436
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* 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 3438 * 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, 3439 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3418 */ 3441 */
3419 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3420 /* Give new attacktype */ 3444 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3422 3446
3423 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3425 3449
3426 if (item->msg != NULL) 3450 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3452
3429 /* Give player new face */ 3453 /* Give player new face */
3430 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3431 who->face = skop->face; 3456 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3459 who->last_anim = 0;
3435 who->state = 0; 3460 who->state = 0;
3436 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3437 } 3462 }
3463 }
3464 }
3438 } 3465 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3442 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3469 object *skin;
3470
3444 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3474 ;
3448 3475
3476 if (!skin)
3477 return;
3478
3449 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3483
3453 /* print message */ 3484 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3487 {
3457 if (j) 3488 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3489 {
3459 else 3490 if (j)
3460 j = 1; 3491 strcat (buf, " and ");
3492 else
3493 j = 1;
3461 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3462 } 3495 }
3463 } 3496 }
3464 strcat(buf,"."); 3497 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3499 }
3467 3500
3468 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3508
3476 /* print message if there is one */ 3509 /* print message if there is one */
3477 if (item->msg != NULL) 3510 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 }
3513 else
3479 } 3514 {
3480 else {
3481 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3517 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); 3518 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3487 } 3521 }
3488} 3522}
3489 3523
3490/** 3524/**
3491 * Unready an object for a player. This function does nothing if the object was 3525 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3526 * not readied.
3493 */ 3527 */
3528void
3494void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3530{
3496
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3498 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3499 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3500 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3501 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3502 }
3503 } 3537 }
3504 }
3505} 3538}

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