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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 player *pl;
40
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 for (pl = first_player; pl; pl = pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 43 return pl;
54 }; 44
55 return NULL; 45 return 0;
56} 46}
57 47
58player* find_player_partial_name( const char* plname ) 48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
59 { 65 {
60 player* pl; 66 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 67 continue;
67 68
68 if ( !strcmp( pl->ob->name, plname) ) 69 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 70 size += strlen (buf);
71 }
70 72
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
72 { 99 {
73 if ( found ) 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 101 break;
102 }
75 103
76 found = pl; 104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
77 } 150 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 151 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 152 size += strlen (buf);
170 } 153 }
171 }
172 154 }
155
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 158 close_and_delete (fp, comp);
179} 159}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299}
300
301 160
302/* This loads the first map an puts the player on it. */ 161/* This loads the first map an puts the player on it. */
162static void
303static void set_first_map(object *op) 163set_first_map (object *op)
304{ 164{
305 strcpy(op->contr->maplevel, first_map_path); 165 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 166 op->x = -1;
307 op->y = -1; 167 op->y = -1;
308 enter_exit(op, NULL); 168 enter_exit (op, 0);
309} 169}
310 170
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
271 /* There are some elements we want initialized to non zero value -
272 * we deal with that below this point.
273 */
274 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice;
277
278 assign (savebed_map, first_map_path); /* Init. respawn position */
279
280 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal;
284 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */
289 do_los = 1;
290
291 /* we need to clear these to -1 and not zero - otherwise,
292 * if a player quits and starts a new character, we wont
293 * send new values to the client, as things like exp start
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298
299 for (int i = 0; i < NROFATTACKS; i++)
300 last_resist[i] = -1;
301
302 last_stats.exp = -1;
303 last_weight = (uint32) - 1;
304}
305
306player::~player ()
307{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
311/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
313 * mode. 348 * mode.
314 */ 349 */
350player *
351player::create ()
352{
353 player *pl = new player;
315 354
316int add_player(NewSocket *ns) { 355 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 356
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 357 return pl;
339} 358}
340 359
341/* 360/*
342 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 363 * Note: there MUST be at least one player archetype!
345 */ 364 */
365archetype *
346archetype *get_player_archetype(archetype* at) 366get_player_archetype (archetype *at)
347{ 367{
348 archetype *start = at; 368 archetype *start = at;
369
349 for (;;) { 370 for (;;)
371 {
350 if (at==NULL || at->next==NULL) 372 if (at == NULL || at->next == NULL)
351 at=first_archetype; 373 at = first_archetype;
352 else 374 else
353 at=at->next; 375 at = at->next;
376
354 if(at->clone.type==PLAYER) 377 if (at->clone.type == PLAYER)
355 return at; 378 return at;
379
356 if (at == start) { 380 if (at == start)
381 {
357 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 383 exit (-1);
359 } 384 }
360 } 385 }
361} 386}
362 387
363 388object *
364object *get_nearest_player(object *mon) { 389get_nearest_player (object *mon)
390{
365 object *op = NULL; 391 object *op = NULL;
366 player *pl = NULL; 392 player *pl = NULL;
367 objectlink *ol; 393 objectlink *ol;
368 unsigned lastdist; 394 unsigned lastdist;
369 rv_vector rv; 395 rv_vector rv;
370 396
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 {
372 /* We should not find free objects on this friendly list, but it 399 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 400 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 401 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 402 * list is also free, so encapsulate this in a while loop.
376 */ 403 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
378 object *tmp=ol->ob; 406 object *tmp = ol->ob;
379 407
380 /* Can't do much more other than log the fact, because the object 408 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 409 * itself will have been cleared.
382 */ 410 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 412 ol = ol->next;
385 remove_friendly_object(tmp); 413 remove_friendly_object (tmp);
386 if (!ol) return op; 414 if (!ol)
387 } 415 return op;
416 }
388 417
389 /* Remove special check for player from this. First, it looks to cause 418 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 420 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 421 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 422 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 423 * on_same_map check, as can_detect_enemy also does this
395 */ 424 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 425 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 426 continue;
398 427
399 if(lastdist>rv.distance) { 428 if (lastdist > rv.distance)
429 {
400 op=ol->ob; 430 op = ol->ob;
401 lastdist=rv.distance; 431 lastdist = rv.distance;
402 } 432 }
403 } 433 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 434 for (pl = first_player; pl != NULL; pl = pl->next)
435 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 436 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
406 438
407 if(lastdist>rv.distance) { 439 if (lastdist > rv.distance)
408 op=pl->ob; 440 {
409 lastdist=rv.distance; 441 op = pl->ob;
410 } 442 lastdist = rv.distance;
411 } 443 }
444 }
412 } 445 }
413#if 0 446#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 448#endif
416 return op; 449 return op;
417} 450}
418 451
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 452/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 453 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 454 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 470 * is probably not a good thing.
438 */ 471 */
439#define MAX_SPACES 50 472#define MAX_SPACES 50
440
441 473
442/* 474/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 490 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 491 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 492 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 493 * is blocking itself.
462 */ 494 */
495int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 496path_to_player (object *mon, object *pl, unsigned mindiff)
497{
464 rv_vector rv; 498 rv_vector rv;
465 sint16 x,y; 499 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 501 maptile *m, *lastmap;
468 502
469 get_rangevector(mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
470 504
471 if (rv.distance<mindiff) return 0; 505 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 506 return 0;
724}
725 507
726void confirm_password(object *op) { 508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
727 524
728 op->contr->write_buf[0]='\0'; 525 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624}
625
626void
627give_initial_items (object *pl, treasurelist * items)
628{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 op->destroy ();
656 continue;
657 }
658 }
659
660 /* This really needs to be better - we should really give
661 * a substitute spellbook. The problem is that we don't really
662 * have a good idea what to replace it with (need something like
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */
666 if (op->type == SPELLBOOK || op->type == SKILL)
667 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 {
676 op->destroy ();
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
678 continue;
679 }
680
681 if (op->nrof > 1)
682 op->nrof = 1;
683 }
684
685 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689
690 /* Give starting characters identified, uncursed, and undamned
691 * items. Just don't identify gold or silver, or it won't be
692 * merged properly.
693 */
694 if (need_identify (op))
695 {
696 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED);
699 }
700 if (op->type == SPELL)
701 {
702 op->destroy ();
703 continue;
704 }
705 else if (op->type == SKILL)
706 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0;
709 op->level = 1;
710 }
711 /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */
715
716 /* Need to set up the skill pointers */
717 link_player_skills (pl);
718}
719
720void
733void get_party_password(object *op, partylist *party) { 721get_party_password (object *op, partylist *party)
722{
734 if (party == NULL) { 723 if (party == NULL)
724 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 726 return;
737 } 727 }
728
738 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 733}
743
744 734
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
736static int
746int roll_stat(void) { 737roll_stat (void)
738{
747 int a[4],i,j,k; 739 int a[4], i, j, k;
748 740
749 for(i=0;i<4;i++) 741 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 742 a[i] = (int) RANDOM () % 6 + 1;
751 743
752 for(i=0,j=0,k=7;i<4;i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 745 if (a[i] < k)
754 k=a[i],j=i; 746 k = a[i], j = i;
755 747
756 for(i=0,k=0;i<4;i++) { 748 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 749 if (i != j)
758 k+=a[i]; 750 k += a[i];
759 } 751
760 return k; 752 return k;
761} 753}
762 754
763void roll_stats(object *op) { 755void
764 int sum=0; 756object::roll_stats ()
765 int i = 0, j = 0; 757{
766 int statsort[7]; 758 int statsort [7];
767 759
760 for (;;)
768 do { 761 {
769 op->stats.Str=roll_stat(); 762 int sum = 0;
770 op->stats.Dex=roll_stat(); 763 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 764 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
781 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 772
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
809 780
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 781 stats.exp = 0;
821 op->stats.ac=0; 782 stats.ac = 0;
822 783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
823 op->contr->levhp[1] = 9; 790 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 791 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 792 contr->levgrace[1] = 3;
826 793
827 fix_player(op);
828 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 794 contr->orig_stats = stats;
832}
833
834void Roll_Again(object *op)
835{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF];
844
845 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 } 795 }
796}
920 797
921#if 0 798void
922 /* So that enter_exit will put us at startx/starty */ 799object::swap_stats (int a, int b)
923 op->x= -1; 800{
801 int tmp = get_attr_value (&contr->orig_stats, a);
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
924 804
925 enter_exit(op,NULL); 805 stats.Str = contr->orig_stats.Str;
926#endif 806 stats.Dex = contr->orig_stats.Dex;
927 SET_ANIMATION(op, 2); /* So player faces south */ 807 stats.Con = contr->orig_stats.Con;
928 /* Enter exit adds a player otherwise */ 808 stats.Int = contr->orig_stats.Int;
929 add_statbonus(op); 809 stats.Wis = contr->orig_stats.Wis;
930 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"); 810 stats.Pow = contr->orig_stats.Pow;
931 op->contr->state = ST_CHANGE_CLASS; 811 stats.Cha = contr->orig_stats.Cha;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941 812
942 case 'q': 813 //TODO: the following code looks so borked and should, at the very least,
943 case 'Q': 814 // be merged with the similar code in roll_stats
944 play_again(op); 815 stats.ac = 0;
945 return 1;
946 816
947 default: 817 level = 1;
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 818 stats.exp = 0;
949 return 0; 819 stats.ac = 0;
820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
950 } 826 {
951 return 0; 827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
831 contr->orig_stats = stats;
832 }
952} 833}
953 834
954/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
958 * not the class. 839 * not the class.
959 */ 840 */
960 841int
961int key_change_class(object *op, char key) 842key_change_class (object *op, char key)
962{ 843{
963 int tmp_loop; 844 int tmp_loop;
964 845
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 846 if (key == 'd' || key == 'D')
847 {
971 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
972 849
973 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 852
853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
856
977 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
979 859
980 op->contr->state=ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
981 861
982 if (op->msg) { 862 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 863 op->msg = NULL;
985 }
986 864
987 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
988 * to save here. 866 * to save here.
989 */ 867 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 869 make_path_to_file (buf);
992 870
993#ifdef AUTOSAVE 871#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 872 op->contr->last_save_tick = pticks;
995#endif 873#endif
996 start_info(op); 874 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 876 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 877 link_player_skills (op);
1000 esrv_send_inventory(op, op); 878 esrv_send_inventory (op, op);
1001 fix_player(op); 879 op->update_stats ();
1002 880
1003 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1004 * is one for this race 882 * is one for this race
1005 */ 883 */
1006 if(*first_map_ext_path) { 884 if (*first_map_ext_path)
885 {
1007 object *tmp; 886 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 888
1011 first_map_ext_path, op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 890 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 891 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 892 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 893 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 894 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1018 * default initial map */ 896 * default initial map */
1019 free_object(tmp); 897 tmp->destroy ();
898 }
1020 } else { 899 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 901
902 return 0;
903 }
904
1026 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1028 */ 907 */
1029 908
1030 tmp_loop = 0; 909 tmp_loop = 0;
1031 while(!tmp_loop) { 910 while (!tmp_loop)
1032 const char *name = add_string (op->name); 911 {
912 shstr name = op->name;
1033 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1034 remove_statbonus(op); 914
1035 remove_ob (op); 915 op->remove_statbonus ();
916 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 917 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 918 op->arch->clone.copy_to (op);
1038 op->instantiate (); 919 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 921 op->name = op->name_pl = name;
1041 op->name = name; 922 op->x = x;
1042 free_string(op->name_pl); 923 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 925 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 926 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 927 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 928 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 929 }
930
1055 update_object(op,UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 932 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 933 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 936 op->stats.grace = 0;
937
1061 if (op->msg) 938 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 942 return 0;
1065} 943}
1066 944
945int
1067int key_confirm_quit(object *op, char key) 946key_confirm_quit (object *op, char key)
1068{ 947{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
1072 op->contr->state=ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 952 return 1;
1075 } 953 }
1076 954
1077 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 956 INVOKE_PLAYER (QUIT, op->contr);
1079 957
1080 terminate_all_pets(op); 958 terminate_all_pets (op);
1081 leave_map(op); 959 leave_map (op);
1082 op->direction=0; 960 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 962
1086 strcpy(op->contr->killer,"quit"); 963 strcpy (op->contr->killer, "quit");
1087 check_score(op); 964 check_score (op);
1088 op->contr->party=NULL; 965 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 966 op->contr->own_title[0] = '\0';
1091 967
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 968 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 969
970 delete ob->contr;
971
1095 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 975 */
976 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1101 next = mp->next; 981 next = mp->next;
982
1102 if (!strncmp(mp->path, buf, strlen(buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 984 delete_map (mp);
1104 } 985 }
1105 986
1106 delete_character(op->name, 1); 987 delete_character (ob->name, 1);
1107 } 988
1108 play_again(op);
1109 return 1; 989 return 1;
1110} 990}
1111 991
992void
1112void flee_player(object *op) { 993flee_player (object *op)
994{
1113 int dir,diff; 995 int dir, diff;
1114 rv_vector rv; 996 rv_vector rv;
1115 997
1116 if(op->stats.hp < 0) { 998 if (op->stats.hp < 0)
999 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1000 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1002 return;
1120 } 1003 }
1121 1004
1122 if(op->enemy==NULL) { 1005 if (op->enemy == NULL)
1006 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1007 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1009 return;
1126 } 1010 }
1127 1011
1128 /* Seen some crashes here. Since we don't store an 1012 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1013 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1014 * actual enemy, and the object is recycled.
1131 */ 1015 */
1132 if (op->enemy->map == NULL) { 1016 if (op->enemy->map == NULL)
1017 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1019 op->enemy = NULL;
1135 return; 1020 return;
1136 } 1021 }
1137 1022
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1139 op->enemy=NULL; 1025 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1027 return;
1142 } 1028 }
1029
1143 get_rangevector(op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1144 1031
1145 dir=absdir(4+rv.direction); 1032 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1033 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1034 {
1035 int m = 1 - (RANDOM () & 2);
1036
1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1038 return;
1039 }
1040
1153 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1043 op->enemy = NULL;
1156} 1044}
1157 1045
1158 1046
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1047/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1048 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1049 * stop.
1162 */ 1050 */
1051int
1163int check_pick(object *op) { 1052check_pick (object *op)
1053{
1164 object *tmp, *next; 1054 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1055 int stop = 0;
1167 int j, k, wvratio; 1056 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1057 char putstring[128], tmpstr[16];
1169 1058
1170
1171 /* if you're flying, you cna't pick up anything */ 1059 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1060 if (op->move_type & MOVE_FLYING)
1173 return 1; 1061 return 1;
1174 1062
1175 op_tag = op->count;
1176
1177 next = op->below; 1063 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1064
1181 /* loop while there are items on the floor that are not marked as 1065 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1066 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1067 while (next && !next->destroyed ())
1184 { 1068 {
1185 tmp = next; 1069 tmp = next;
1186 next = tmp->below; 1070 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1071
1190 if (was_destroyed (op, op_tag)) 1072 if (op->destroyed ())
1191 return 0; 1073 return 0;
1192 1074
1193 if ( ! can_pick (op, tmp)) 1075 if (!can_pick (op, tmp))
1194 continue; 1076 continue;
1195 1077
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1079 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1080 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1081 pick_up (op, tmp);
1200 continue; 1082 continue;
1201 } 1083 }
1202 1084
1203 /* high not bit set? We're using the old autopickup model */ 1085 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1086 if (!(op->contr->mode & PU_NEWMODE))
1087 {
1205 switch (op->contr->mode) { 1088 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1089 {
1207 case 1: pick_up (op, tmp); 1090 case 0:
1208 return 1; 1091 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1092 case 1:
1210 return 0; 1093 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1094 return 1;
1212 case 4: pick_up (op, tmp); 1095 case 2:
1213 break; 1096 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1097 return 0;
1215 stop = 1; 1098 case 3:
1216 break; 1099 return 0; /* stop before pickup */
1217 case 6: 1100 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1101 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1102 break;
1220 pick_up(op, tmp); 1103 case 5:
1221 break; 1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1222 1111
1223 case 7: 1112 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1113 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1114 pick_up (op, tmp);
1226 break; 1115 break;
1227 1116
1228 default: 1117 default:
1229 /* use value density */ 1118 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1121 pick_up (op, tmp);
1233 >= op->contr->mode) 1122 }
1234 pick_up(op,tmp); 1123 }
1235 } 1124 else
1236 } 1125 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1126 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1127 if (op->contr->mode & PU_DEBUG)
1240 { 1128 {
1241 /* some debugging code to figure out item information */ 1129 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1130 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1133 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 1137
1252 sprintf(putstring,"...flags: "); 1138 sprintf (putstring, "...flags: ");
1253 for(k=0;k<4;k++) 1139 for (k = 0; k < 4; k++)
1254 { 1140 {
1255 for(j=0;j<32;j++) 1141 for (j = 0; j < 32; j++)
1256 { 1142 {
1257 if((tmp->flags[k]>>j)&0x01) 1143 if ((tmp->flags[k] >> j) & 0x01)
1258 { 1144 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1145 sprintf (tmpstr, "%d ", k * 32 + j);
1260 strcat(putstring, tmpstr); 1146 strcat (putstring, tmpstr);
1261 } 1147 }
1262 } 1148 }
1263 } 1149 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1151
1266#if 0 1152#if 0
1267 /* print the flags too */ 1153 /* print the flags too */
1268 for(k=0;k<4;k++) 1154 for (k = 0; k < 4; k++)
1269 { 1155 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1157 for (j = 0; j < 32; j++)
1272 { 1158 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1160 if (!((j + 1) % 4))
1275 } 1161 fprintf (stderr, " ");
1162 }
1276 fprintf(stderr," [%d]\n", k*32); 1163 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1164 }
1278#endif 1165#endif
1279 } 1166 }
1280 /* philosophy: 1167 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1172 * example.
1286 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1289 */ 1176 */
1290 1177
1291 /* the first two modes are exclusive: if NOTHING we return, if 1178 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1179 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1180 * meaning if any test passes, the item gets picked up. */
1294 1181
1295 /* if mode is set to pick nothing up, return */ 1182 /* if mode is set to pick nothing up, return */
1296 1183
1297 if(op->contr->mode & PU_NOTHING) return 1; 1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1298 1186
1299 /* if mode is set to stop when encountering objects, return */ 1187 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1188 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1189 * anything up */
1302 1190
1303 if(op->contr->mode & PU_STOP) return 0; 1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1304 1193
1305 /* useful for going into stores and not losing your settings... */ 1194 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1195 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1196 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1309 1199
1310 /* prevent us from turning into auto-thieves :) */ 1200 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue;
1312 1203
1313 /* ignore known cursed objects */ 1204 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206 continue;
1315 1207
1316 /* all food and drink if desired */ 1208 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1321 if(op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1324 1223
1325 if(op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1328 1230
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1333 if(op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1336 if(op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1339 1252
1340 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1344 1260
1345 /* pick up all magical items */ 1261 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1349 1268
1350 if(op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1351 { 1270 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1272 {
1354 } 1273 pick_up (op, tmp);
1274 continue;
1275 }
1276 }
1355 1277
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1360 1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1361 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1365 if(op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1368 1308
1369 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1373 if(op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1376 if(op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1379 if(op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1382 if(op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1385 if(op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1388 1351
1389 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1393 1359
1394 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1362 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1363 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1364 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1367 {
1402 } 1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1374 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1376 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1377 pick_up (op, tmp);
1408 } 1378 continue;
1409 } 1379 }
1380 }
1381 }
1410 1382
1411 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1415 1390
1416 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1392 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1393 if (op->contr->mode & PU_RATIO)
1419 { 1394 {
1420 /* use value density to decide what else to grab */ 1395 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1396 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1401 {
1427 pick_up(op, tmp); 1402 pick_up (op, tmp);
1428#if 0 1403#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1405 if (tmp->name != NULL)
1406 {
1431 fprintf(stderr,"%s", tmp->name); 1407 fprintf (stderr, "%s", tmp->name);
1432 } 1408 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1409 else
1410 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1411 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1413#endif
1437 continue; 1414 continue;
1438 } 1415 }
1416 }
1417 } /* the new pickup model */
1439 } 1418 }
1440 } /* the new pickup model */ 1419
1441 }
1442 return ! stop; 1420 return !stop;
1443} 1421}
1444 1422
1445/* 1423/*
1446 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1425 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1426 * found object is returned.
1449 */ 1427 */
1428object *
1450object *find_arrow(object *op, const char *type) 1429find_arrow (object *op, const char *type)
1451{ 1430{
1452 object *tmp = NULL; 1431 object *tmp = NULL;
1453 1432
1454 for(op=op->inv; op; op=op->below) 1433 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1435 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1436 else if (op->type == ARROW && op->race == type)
1459 return op; 1437 return op;
1460 return tmp; 1438 return tmp;
1461} 1439}
1462 1440
1463/* 1441/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1443 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1444 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1445 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1446 */
1469 1447
1448object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1449find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1450{
1472 object *tmp = NULL, *arrow, *ntmp; 1451 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1452 int attacknum, attacktype, betterby = 0, i;
1474 1453
1475 if (!type) 1454 if (!type)
1476 return NULL; 1455 return NULL;
1477 1456
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1457 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1458 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1460 {
1461 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1462 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1463 if (i > betterby)
1484 tmp = ntmp; 1464 {
1485 betterby = i; 1465 tmp = ntmp;
1486 } 1466 betterby = i;
1467 }
1468 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1469 else if (arrow->type == ARROW && arrow->race == type)
1470 {
1488 /* allways prefer assasination/slaying */ 1471 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1473 {
1491 if (arrow->attacktype & AT_DEATH) { 1474 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1475 {
1493 return arrow; 1476 *better = 100;
1494 } else { 1477 return arrow;
1495 tmp = arrow; 1478 }
1479 else
1480 {
1481 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1482 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1483 }
1498 } else { 1484 }
1485 else
1486 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 {
1500 attacktype = 1<<attacknum; 1489 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1492 {
1493 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1495 }
1506 } 1496 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1498 {
1499 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1501 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1503 {
1504 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1505 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1506 }
1507 }
1508 }
1515 } 1509 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1510 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1511 return find_arrow (op, type);
1520 1512
1521 *better = betterby; 1513 *better = betterby;
1522 return tmp; 1514 return tmp;
1523} 1515}
1524 1516
1525/* looks in a given direction, finds the first valid target, and calls 1517/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1518 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1519 * op = the shooter
1528 * type = bow->race 1520 * type = bow->race
1529 * dir = fire direction 1521 * dir = fire direction
1530 */ 1522 */
1531 1523
1524object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1533{ 1526{
1534 object *tmp = NULL; 1527 object *tmp = NULL;
1535 mapstruct *m; 1528 maptile *m;
1536 int i, mflags, found, number; 1529 int i, mflags, found, number;
1537 sint16 x, y; 1530 sint16 x, y;
1538 1531
1539 if (op->map == NULL) 1532 if (op->map == NULL)
1540 return find_arrow(op, type); 1533 return find_arrow (op, type);
1541 1534
1542 /* do a dex check */ 1535 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1536 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1537 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1538 return find_arrow (op, type);
1546 1539
1547 m = op->map; 1540 m = op->map;
1548 x = op->x; 1541 x = op->x;
1549 y = op->y; 1542 y = op->y;
1550 1543
1551 /* find the first target */ 1544 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1545 for (i = 0, found = 0; i < 20; i++)
1546 {
1553 x += freearr_x[dir]; 1547 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1548 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1549 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 {
1557 tmp = NULL; 1552 tmp = NULL;
1558 break; 1553 break;
1554 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1558 * perhaps a bad assumption.
1562 */ 1559 */
1563 tmp = NULL; 1560 tmp = NULL;
1564 break; 1561 break;
1565 } 1562 }
1566 if (mflags & P_IS_ALIVE) { 1563 if (mflags & P_IS_ALIVE)
1564 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1566 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1567 {
1570 break; 1568 found++;
1571 } 1569 break;
1570 }
1572 if (found) 1571 if (found)
1573 break; 1572 break;
1574 } 1573 }
1575 } 1574 }
1576 if (tmp == NULL) 1575 if (tmp == NULL)
1577 return find_arrow(op, type); 1576 return find_arrow (op, type);
1578 1577
1579 if (tmp->head) 1578 if (tmp->head)
1580 tmp = tmp->head; 1579 tmp = tmp->head;
1581 1580
1582 return find_better_arrow(op, tmp, type, &i); 1581 return find_better_arrow (op, tmp, type, &i);
1583} 1582}
1584 1583
1585/* 1584/*
1586 * Creature fires a bow - op can be monster or player. Returns 1585 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1586 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1589 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1590 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1591 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1592 * player fire modes.
1594 */ 1593 */
1594int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1596{
1598 object *left, *bow; 1597 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1598 int bowspeed, mflags;
1601 mapstruct *m; 1599 maptile *m;
1602 1600
1603 if (!dir) { 1601 if (!dir)
1602 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1604 return 0;
1606 } 1605 }
1606
1607 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1609 else { 1609 else
1610 {
1610 for(bow=op->inv; bow; bow=bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1612 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1613 * don't need to switch back and forth between bows and weapons.
1613 */ 1614 */
1614 if(bow->type==BOW) 1615 if (bow->type == BOW)
1615 break; 1616 break;
1616 1617
1617 if (!bow) { 1618 if (!bow)
1619 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1621 return 0;
1620 } 1622 }
1621 } 1623 }
1624
1622 if( !bow->race || !bow->skill) { 1625 if (!bow->race || !bow->skill)
1626 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1628 return 0;
1625 } 1629 }
1626 1630
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1632
1629 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1632 if (bowspeed < 1) 1637 if (bowspeed < 1)
1633 bowspeed = 1; 1638 bowspeed = 1;
1634 1639
1635 if (arrow == NULL) { 1640 if (arrow == NULL)
1641 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1642 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 {
1637 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1647 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1649 return 0;
1644 } 1650 }
1645 } 1651 }
1652
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1654 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1655 return 0;
1649 } 1656
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1660 return 0;
1653 } 1661 }
1654 1662
1655 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1664 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1665 {
1666 arrow->destroy ();
1667 return 0;
1668 }
1661 1669
1662 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1672 if (!arrow)
1673 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1675 return 0;
1668 return 0;
1669 } 1676 }
1670 set_owner(arrow, op); 1677
1671 if (arrow->skill) free_string(arrow->skill); 1678 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1679 arrow->skill = bow->skill;
1673 1680
1674 arrow->direction=dir; 1681 arrow->direction = dir;
1675 arrow->x = sx; 1682 arrow->x = sx;
1676 arrow->y = sy; 1683 arrow->y = sy;
1677 1684
1678 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1686 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1688 op->update_stats ();
1681 } 1689 }
1682 1690
1683 SET_ANIMATION(arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1689 1697
1690 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1692 */ 1700 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1698 /* update the speed */ 1704 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1707
1704 if (arrow->speed < 1.0) 1708 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1709 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1710 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1711 arrow->speed_left = 0;
1708 1712
1709 if (op->type == PLAYER) { 1713 if (op->type == PLAYER)
1714 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1718
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1720 }
1721 else
1722 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1724 arrow->level = op->level;
1721 } 1725 }
1726
1722 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1729
1724 if (bow->slaying != NULL) 1730 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1731 arrow->slaying = bow->slaying;
1726 1732
1727 arrow->map = m; 1733 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1736
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1738 insert_ob_in_map (arrow, m, op, 0);
1734 1739
1735 if (!was_destroyed(arrow, tag)) 1740 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1741 move_arrow (arrow);
1737 1742
1738 if (op->type == PLAYER) { 1743 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1744 {
1745 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1746 esrv_del_item (op->contr, left->count);
1741 else 1747 else
1742 esrv_send_item(op, left); 1748 esrv_send_item (op, left);
1743 } 1749 }
1750
1744 return 1; 1751 return 1;
1745} 1752}
1746 1753
1747/* Special fire code for players - this takes into 1754/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1755 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1756 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1757 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1758 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1759 * hence the function name.
1753 */ 1760 */
1761int
1754int player_fire_bow(object *op, int dir) 1762player_fire_bow (object *op, int dir)
1755{ 1763{
1756 int ret=0, wcmod=0; 1764 int ret = 0, wcmod = 0;
1757 1765
1758 if (op->contr->bowtype == bow_bestarrow) { 1766 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1767 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1769 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1773 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1775 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1776 else if (op->contr->bowtype == bow_threewide)
1777 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1779 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1780 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1782 else if (op->contr->bowtype == bow_spreadshot)
1783 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1787
1776 } else { 1788 }
1789 else
1790 {
1777 /* Simple case */ 1791 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1793 }
1780 return ret; 1794 return ret;
1781} 1795}
1782 1796
1783 1797
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1798/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1799 * Broken apart from 'fire' to keep it more readable.
1786 */ 1800 */
1801void
1787void fire_misc_object(object *op, int dir) 1802fire_misc_object (object *op, int dir)
1788{ 1803{
1789 object *item; 1804 object *item;
1790 1805
1791 if (!op->contr->ranges[range_misc]) { 1806 if (!op->contr->ranges[range_misc])
1807 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1809 return;
1794 } 1810 }
1795 1811
1796 item = op->contr->ranges[range_misc]; 1812 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1813 if (!item->inv)
1814 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1815 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1816 return;
1800 } 1817 }
1801 if (item->type == WAND) { 1818 if (item->type == WAND)
1819 {
1802 if(item->stats.food<=0) { 1820 if (item->stats.food <= 0)
1821 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1824 return;
1806 } 1825 }
1826 }
1807 } else if (item->type == ROD || item->type==HORN) { 1827 else if (item->type == ROD || item->type == HORN)
1828 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1832 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1834 else
1813 else 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1836 return;
1817 } 1837 }
1818 } 1838 }
1819 1839
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1840 if (cast_spell (op, item, dir, item->inv, NULL))
1841 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1842 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1843 if (item->type == WAND)
1844 {
1823 if (!(--item->stats.food)) { 1845 if (!(--item->stats.food))
1824 object *tmp; 1846 {
1825 if (item->arch) { 1847 object *tmp;
1848
1849 if (item->arch)
1850 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
1828 item->speed = 0; 1853 item->speed = 0;
1829 update_ob_speed(item); 1854 update_ob_speed (item);
1830 } 1855 }
1831 if ((tmp=is_player_inv(item))) 1856 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1858 }
1834 } 1859 }
1835 else if (item->type == ROD || item->type==HORN) { 1860 else if (item->type == ROD || item->type == HORN)
1861 {
1836 drain_rod_charge(item); 1862 drain_rod_charge (item);
1837 } 1863 }
1838 } 1864 }
1839} 1865}
1840 1866
1841/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1842 */ 1868 */
1869void
1843void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1844 int spellcost=0; 1872 int spellcost = 0;
1845 1873
1846 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1848 1877
1849 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1850 case range_none: 1880 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1881 return;
1887 default: 1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1919 return;
1890 } 1920 }
1891} 1921}
1892 1922
1893 1923
1894 1924
1901 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1904 */ 1934 */
1905 1935
1936object *
1906object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1907{ 1938{
1908 object *tmp,*key; 1939 object *tmp, *key;
1909 1940
1910 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1912 1944
1913 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1916 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1918 */ 1952 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1954 break;
1921 } 1955 }
1922 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1957 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1958 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1959 * a key, return
1926 */ 1960 */
1927 if (!tmp) { 1961 if (!tmp)
1962 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1929 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1932 } 1974 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1975 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1976 * see if we actually want to use it
1938 */ 1977 */
1939 if (pl!=container) { 1978 if (pl != container)
1979 {
1940 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1942 /* cases where this fails: 1983 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1985 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1946 * containers can be used. 1987 * containers can be used.
1947 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1951 * 1992 *
1952 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1953 * all the others. 1994 * all the others.
1954 */ 1995 */
1955 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1999 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2002 return NULL;
1964 } 2003 }
1965 } 2004 }
1966 return tmp; 2005 return tmp;
1967} 2006}
1968 2007
1969/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1972 * 0 otherwise 2011 * 0 otherwise
1973 */ 2012 */
2013static int
1974static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1975{ 2015{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1980 */ 2019 */
1981 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1982 2021
1983 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1984 if (key) { 2023 if (key)
2024 {
1985 object *container=key->env; 2025 object *container = key->env;
1986 2026
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2035 }
1993 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1995 "You open the door with the %s", query_short_name(key)); 2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2040 }
1998 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2001 if (container != op) 2044 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2004 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2005 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2052 return 1;
2008 } 2053 }
2009 return 0; 2054 return 0;
2010} 2055}
2011 2056
2012/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2017 */ 2062 */
2018 2063void
2019void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2020{ 2065{
2021 object *tmp, *mon; 2066 object *tmp, *mon;
2022 sint16 nx, ny; 2067 sint16 nx, ny;
2023 int on_battleground; 2068 int on_battleground;
2024 mapstruct *m; 2069 maptile *m;
2025 2070
2026 nx=freearr_x[dir]+op->x; 2071 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2072 ny = freearr_y[dir] + op->y;
2028 2073
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2030 2075
2031 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2080 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2081 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2082 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2083 * move_ob uses.
2039 */ 2084 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2090 if (!m)
2044 } 2091 return; /* Don't think this should happen */
2045 else m =op->map; 2092 }
2046 2093 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2099 return;
2050 } 2100 }
2051 2101
2052 mon = NULL; 2102 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2106 * on the space
2057 */ 2107 */
2058 while (tmp!=NULL) { 2108 while (tmp)
2109 {
2059 if (tmp == op) { 2110 if (tmp == op)
2060 tmp=tmp->above; 2111 {
2061 continue; 2112 tmp = tmp->above;
2062 } 2113 continue;
2114 }
2115
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2117 {
2065 break; 2118 mon = tmp;
2066 } 2119 break;
2120 }
2121
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2123 mon = tmp;
2124
2069 tmp=tmp->above; 2125 tmp = tmp->above;
2070 } 2126 }
2071 2127
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2129 return; /* into a wall */
2074 2130
2075 if(mon->head != NULL) 2131 if (mon->head)
2076 mon = mon->head; 2132 mon = mon->head;
2077 2133
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2135 if (player_attack_door (op, mon))
2136 return;
2080 2137
2081 /* The following deals with possibly attacking peaceful 2138 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2139 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2140 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2141 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2142 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2143 * and thus will not push them.
2087 */ 2144 */
2088 2145
2089 /* If the creature is a pet, push it even if the player is not 2146 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2147 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2092 */ 2149 */
2093 if ((op->type==PLAYER) 2150 if ((op->type == PLAYER)
2094#if COZY_SERVER 2151#if COZY_SERVER
2095 && 2152 &&
2096 ( 2153 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2155#else
2102 && get_owner(mon)==op 2156 && mon->owner == op
2103#endif 2157#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2159 {
2106 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2161 if (op->contr->braced)
2162 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2111 return; 2167 return;
2112 } 2168 }
2113 2169
2114 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2172 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2173 * attack them either.
2118 */ 2174 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2124#else 2182#else
2125 op->contr->peaceful && 2183 op->contr->peaceful &&
2126#endif 2184#endif
2127 !on_battleground 2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2128 )) { 2188 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2190 (void) push_ob (mon, dir, op);
2132 } else { 2191 }
2192 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2138 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2200 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2201 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2142 recursive_roll(mon,dir,op); 2204 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2205 if (action_makes_visible (op))
2144 } 2206 make_visible (op);
2207 }
2145 2208
2146 /* Any generic living creature. Including things like doors. 2209 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2214 */
2152 2215
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2218 {
2156 2219
2157 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2161 */ 2224 */
2162 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2228
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2230 }
2167 2231
2168 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2169 2233
2170 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2237 * the wiz.
2174 */ 2238 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2240 {
2177 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2178 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2181 } 2246 }
2182 if(action_makes_visible(op)) make_visible(op); 2247
2183 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2184 } /* if player should attack something */ 2251 } /* if player should attack something */
2185} 2252}
2186 2253
2254int
2187int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2188 int pick; 2257 int pick;
2189 2258
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2229} 2302}
2230 2303
2231/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2305 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2307 * the new speed values for commands.
2235 * 2308 *
2236 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2237 */ 2310 */
2311int
2238int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2239{ 2313{
2240 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2241 op->invisible = 1000; 2316 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2245 */ 2320 */
2246 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2247 } 2323 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2249 op->invisible--; 2326 op->invisible--;
2250 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2251 make_visible(op); 2329 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2331 }
2254 } 2332 }
2255 2333
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2257 flee_player(op); 2336 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2260 op->speed_left--; 2340 op->speed_left--;
2261 return 0; 2341 return 0;
2262 } 2342 }
2263 } 2343 }
2264 2344
2265 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2269 */ 2349 */
2270 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2352
2277 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2355 * called, so we recheck it here.
2280 */ 2356 */
2281 HandleClient(&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 } 2359 ;
2360
2361 if (op->speed_left < 0)
2296 return 0; 2362 return 0;
2297}
2298 2363
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379
2380 return 0;
2381}
2382
2383int
2299int save_life(object *op) { 2384save_life (object *op)
2300 object *tmp; 2385{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2401 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp;
2403
2404 if (op->stats.food < 0)
2405 op->stats.food = 999;
2406
2407 op->update_stats ();
2408 return 1;
2409 }
2410
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */
2414 return 0;
2327} 2415}
2328 2416
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2417/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2418 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2419 * function will descend into containers. op is the object to start the search
2332 * from. 2420 * from.
2333 */ 2421 */
2422void
2334void remove_unpaid_objects(object *op, object *env) 2423remove_unpaid_objects (object *op, object *env)
2335{ 2424{
2336 object *next; 2425 object *next;
2337 2426
2338 while (op) { 2427 while (op)
2428 {
2339 next=op->below; /* Make sure we have a good value, in case 2429 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2430 * we remove object 'op'
2341 */ 2431 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2433 {
2434 op->remove ();
2344 op->x = env->x; 2435 op->x = env->x;
2345 op->y = env->y; 2436 op->y = env->y;
2346 if (env->type == PLAYER) 2437 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2440 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2441 else if (op->inv)
2351 op=next; 2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2352 } 2445 }
2353} 2446}
2354 2447
2355 2448
2356/* 2449/*
2358 * Moved from apply.c to player.c - player.c is what 2451 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2452 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2453 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2454 * but there isn't one in the server directory.
2362 */ 2455 */
2456char *
2363char *gravestone_text (object *op) 2457gravestone_text (object *op)
2364{ 2458{
2365 static char buf2[MAX_BUF]; 2459 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2460 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2461 time_t now = time (NULL);
2368 2462
2369 strcpy (buf2, " R.I.P.\n\n"); 2463 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2465 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2466 else
2373 sprintf (buf, "%s\n", op->name); 2467 sprintf (buf, "%s\n", &op->name);
2468
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2470 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2471 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2472 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2473 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2474 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2475
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2477 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2478 if (op->type == PLAYER)
2479 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2480 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2481 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2482 strcat (buf2, buf);
2386 } 2483 }
2484
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2485 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2486 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2487 strcat (buf2, buf);
2488
2390 return buf2; 2489 return buf2;
2391} 2490}
2392 2491
2393 2492
2394 2493
2494void
2395void do_some_living(object *op) { 2495do_some_living (object *op)
2496{
2396 int last_food=op->stats.food; 2497 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2498 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2499 int over_hp, over_sp, over_grace;
2399 int i; 2500 int i;
2400 int rate_hp = 1200; 2501 int rate_hp = 1200;
2401 int rate_sp = 2500; 2502 int rate_sp = 2500;
2402 int rate_grace = 2000; 2503 int rate_grace = 2000;
2403 const int max_hp = 1; 2504 const int max_hp = 1;
2404 const int max_sp = 1; 2505 const int max_sp = 1;
2405 const int max_grace = 1; 2506 const int max_grace = 1;
2406 2507
2407 if (op->contr->outputs_sync) { 2508 if (op->contr->outputs_sync)
2509 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2513 }
2413 2514
2414 if(op->contr->state==ST_PLAYING) { 2515 if (op->contr->ns->state == ST_PLAYING)
2516 {
2415 2517
2416 /* these next three if clauses make it possible to SLOW DOWN 2518 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2519 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2520 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2522 else
2523 {
2421 gen_hp = op->stats.maxhp; 2524 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2526 }
2424 if(op->contr->gen_sp >= 0 ) 2527 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2529 else
2530 {
2427 gen_sp = op->stats.maxsp; 2531 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2533 }
2430 if(op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2536 else
2537 {
2433 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2540 }
2436 2541
2437 /* Regenerate Spell Points */ 2542 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2546 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2547 {
2548 op->stats.sp++;
2442 /* dms do not consume food */ 2549 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2551 {
2552 op->stats.food--;
2445 if(op->contr->digestion<0) 2553 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2556 op->stats.food = last_food;
2557 }
2558 }
2559 if (max_sp > 1)
2560 {
2561 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0)
2563 {
2564 if (op->stats.sp < op->stats.maxsp)
2565 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp;
2571 }
2572 op->last_sp = 0;
2573 }
2574 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2450 } 2583 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2584
2471 /* Regenerate Grace */ 2585 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2587 if (--op->last_grace < 0)
2588 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2589 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2590 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2591 if (max_grace > 1)
2592 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2594 if (over_grace > 0)
2479 op->stats.sp += over_grace 2595 {
2596 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2597 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2598 op->last_grace = 0;
2482 } else { 2599 }
2600 else
2601 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2602 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2603 }
2485 } else { 2604 }
2605 else
2606 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2608 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2609 /* wearing stuff doesn't detract from grace generation. */
2489 } 2610 }
2490 2611
2491 /* Regenerate Hit Points */ 2612 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2613 if (--op->last_heal < 0)
2614 {
2493 if(op->stats.hp<op->stats.maxhp) { 2615 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2616 {
2617 op->stats.hp++;
2495 /* dms do not consume food */ 2618 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2619 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2620 {
2621 op->stats.food--;
2498 if(op->contr->digestion<0) 2622 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2625 op->stats.food = last_food;
2626 }
2627 }
2628 if (max_hp > 1)
2629 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0)
2632 {
2633 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2634 op->last_heal = 0;
2635 }
2636 else
2637 {
2638 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2639 }
2640 }
2641 else
2642 {
2643 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2644 }
2503 } 2645 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2646
2519 /* Digestion */ 2647 /* Digestion */
2520 if(--op->last_eat<0) { 2648 if (--op->last_eat < 0)
2649 {
2521#ifdef COZY_SERVER 2650#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2651 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2652 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2653#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2654 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2655#endif
2529 2656
2530 if(op->contr->gen_hp > 0) 2657 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2659 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2534 /* dms do not consume food */ 2661 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2663 op->stats.food--;
2664 }
2537 } 2665 }
2538 2666
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2668 {
2540 object *tmp, *flesh=NULL; 2669 object *tmp, *flesh = NULL;
2541 2670
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2672 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2678 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2679 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2680 break;
2549 } 2681 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2682 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2683 flesh = tmp;
2552 } /* end of for loop */ 2684 } /* End if paid for object */
2685 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2687 * eat flesh instead.
2555 */ 2688 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2692 manual_apply (op, flesh, 0);
2559 } 2693 }
2560 } /* end if player is starving */ 2694 } /* end if player is starving */
2561 2695
2562 while(op->stats.food<0&&op->stats.hp>0) 2696 while (op->stats.food < 0 && op->stats.hp > 0)
2563 op->stats.food++,op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2564 2698
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2566 kill_player(op); 2700 kill_player (op);
2567} 2701}
2568 2702
2569 2703
2570 2704
2571/* If the player should die (lack of hp, food, etc), we call this. 2705/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2706 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2707 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2708 * file.
2575 */ 2709 */
2710void
2576void kill_player(object *op) 2711kill_player (object *op)
2577{ 2712{
2578 char buf[MAX_BUF]; 2713 char buf[MAX_BUF];
2579 int x,y,i; 2714 int x, y;
2715
2716 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2717 maptile *map; /* this is for resurrection */
2718
2581 int z; 2719 /* int z;
2582 int num_stats_lose; 2720 int num_stats_lose;
2583 int lost_a_stat; 2721 int lost_a_stat;
2584 int lose_this_stat; 2722 int lose_this_stat;
2585 int this_stat; 2723 int this_stat; */
2586 int will_kill_again; 2724 int will_kill_again;
2587 archetype *at; 2725 archetype *at;
2588 object *tmp; 2726 object *tmp;
2589 2727
2590 if(save_life(op)) 2728 if (save_life (op))
2591 return; 2729 return;
2592 2730
2593 2731
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2732 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2733 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2734 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2735 */
2598 if (op_on_battleground(op, &x, &y)) { 2736 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2737 {
2600 "You have been defeated in combat!"); 2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2740
2603
2604 /* restore player */ 2741 /* restore player */
2605 at = find_archetype("poisoning"); 2742 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2743 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2744 if (tmp)
2608 remove_ob(tmp); 2745 {
2609 free_object(tmp); 2746 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2748 }
2612 2749
2613 at = find_archetype("confusion"); 2750 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2751 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2752 if (tmp)
2616 remove_ob(tmp); 2753 {
2617 free_object(tmp); 2754 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2756 }
2620 2757
2621 cure_disease(op,0); /* remove any disease */ 2758 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2759 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2760 if (op->stats.food <= 0)
2624 2761 op->stats.food = 999;
2762
2625 /* create a bodypart-trophy to make the winner happy */ 2763 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2764 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2765 if (tmp != NULL)
2628 { 2766 {
2629 sprintf(buf,"%s's finger",op->name); 2767 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2768 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2769 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2770 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2772 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2773 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2774 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2775 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2776 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2777 }
2778
2642 /* teleport defeated player to new destination*/ 2779 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2780 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2781 op->contr->braced = 0;
2645 return; 2782 return;
2646 } 2783 }
2647 2784
2648 INVOKE_PLAYER (DEATH, op->contr); 2785 INVOKE_PLAYER (DEATH, op->contr);
2649 2786
2650 command_kill_pets (op, 0); 2787 command_kill_pets (op, 0);
2651 2788
2652 if(op->stats.food<0) { 2789 if (op->stats.food < 0)
2790 {
2653 if (op->contr->explore) { 2791 if (op->contr->explore)
2792 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2795 op->stats.food = 999;
2657 return; 2796 return;
2658 } 2797 }
2659 sprintf(buf,"%s starved to death.",op->name); 2798 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2799 strcpy (op->contr->killer, "starvation");
2800 }
2801 else
2661 } 2802 {
2662 else {
2663 if (op->contr->explore) { 2803 if (op->contr->explore)
2804 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2805 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2807 op->stats.hp = op->stats.maxhp;
2667 return; 2808 return;
2668 } 2809 }
2669 sprintf(buf,"%s died.",op->name); 2810 sprintf (buf, "%s died.", &op->name);
2670 } 2811 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2813
2673 /* save the map location for corpse, gravestone*/ 2814 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2815 x = op->x;
2816 y = op->y;
2817 map = op->map;
2675 2818
2676 2819
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2820 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2821 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2822 * See the config.h file for a little more in depth detail about this.
2681 */ 2823 */
2682 2824
2683 /* Basically two ways to go - remove a stat permanently, or just 2825 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2826 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2827 * of death.
2686 */ 2828 */
2687#ifndef COZY_SERVER 2829#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2830 if (settings.balanced_stat_loss)
2831 {
2689 /* If stat loss is permanent, lose one stat only. */ 2832 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2833 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2834 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2835 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2836 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2837 little bit harder. */
2695 /* GD */ 2838 /* GD */
2696 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2840 num_stats_lose = 1;
2698 else 2841 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2843 }
2844 else
2845 {
2701 num_stats_lose = 1; 2846 num_stats_lose = 1;
2702 } 2847 }
2703 lost_a_stat = 0; 2848 lost_a_stat = 0;
2704 2849
2705 for (z=0; z<num_stats_lose; z++) { 2850 for (z = 0; z < num_stats_lose; z++)
2851 {
2706 i = RANDOM() % NUM_STATS; 2852 i = RANDOM () % NUM_STATS;
2707 2853
2708 if (settings.stat_loss_on_death) { 2854 if (settings.stat_loss_on_death)
2855 {
2709 /* Pick a random stat and take a point off it. Tell the player 2856 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2857 * what he lost.
2711 */ 2858 */
2712 change_attr_value(&(op->stats), i,-1); 2859 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2860 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2861 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2862 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2863 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2864 lost_a_stat = 1;
2718 } else { 2865 }
2866 else
2867 {
2719 /* deplete a stat */ 2868 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2869 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2870 object *dep;
2871
2872 dep = present_arch_in_ob (deparch, op);
2873 if (!dep)
2722 2874 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2875 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2876 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2877 }
2756 if (lose_this_stat) { 2878 lose_this_stat = 1;
2879 if (settings.balanced_stat_loss)
2880 {
2881 /* GD */
2882 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2883 this_stat = get_attr_value (&(dep->stats), i);
2884 if (this_stat < 0)
2885 {
2886 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2887 int keep_chance = this_stat * this_stat;
2888
2889 /* Yes, I am paranoid. Sue me. */
2890 if (keep_chance < 1)
2891 keep_chance = 1;
2892
2893 /* There is a maximum depletion total per level. */
2894 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2895 {
2896 lose_this_stat = 0;
2897 /* Take loss chance vs keep chance to see if we
2898 retain the stat. */
2899 }
2900 else
2901 {
2902 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2903 lose_this_stat = 0;
2904 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2905 this_stat, keep_chance, loss_chance,
2906 lose_this_stat?"LOSE":"KEEP"); */
2907 }
2908 }
2909 }
2910
2911 if (lose_this_stat)
2912 {
2913 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2914 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2915 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2916 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2917 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2918 * difference.
2763 */ 2919 */
2764 if (this_stat>=-50) { 2920 if (this_stat >= -50)
2921 {
2765 change_attr_value(&(dep->stats), i, -1); 2922 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2923 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2924 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2925 op->update_stats ();
2769 lost_a_stat = 1; 2926 lost_a_stat = 1;
2770 } 2927 }
2771 } 2928 }
2929 }
2772 } 2930 }
2773 }
2774 /* If no stat lost, tell the player. */ 2931 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2932 if (!lost_a_stat)
2776 { 2933 {
2777 /* determine_god() seems to not work sometimes... why is this? 2934 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2935 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2936 const char *god = determine_god (op);
2937
2780 if (god && (strcmp(god, "none"))) 2938 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2940 else
2783 " you.", god); 2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2942 }
2943#else
2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2945#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2946
2792 /* Put a gravestone up where the character 'almost' died. List the 2947 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2948 * exp loss on the stone.
2794 */ 2949 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2950 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2951 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2952 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2953 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2954 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2955 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);
2801 "who was killed\n" 2956 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2959
2809 /**************************************/ 2960 /**************************************/
2810 /* */ 2961 /* */
2811 /* Subtract the experience points, */ 2962 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2963 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2964 /* food, and reset HP's... */
2814 /* */ 2965 /* */
2815 /**************************************/ 2966 /**************************************/
2816 2967
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2968 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2969 /* restore player */
2819 at = find_archetype("poisoning"); 2970 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2971 tmp = present_arch_in_ob (at, op);
2972
2821 if (tmp) { 2973 if (tmp)
2822 remove_ob(tmp); 2974 {
2823 free_object(tmp); 2975 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2976 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2977 }
2826 2978
2827 at = find_archetype("confusion"); 2979 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2980 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2981 if (tmp)
2830 remove_ob(tmp); 2982 {
2831 free_object(tmp); 2983 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2985 }
2986
2834 cure_disease(op,0); /* remove any disease */ 2987 cure_disease (op, 0); /* remove any disease */
2835 2988
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2989 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2990 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2991 if (op->stats.food < 100)
2992 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2993 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2996
2843 /* 2997 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2998 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2999 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 3000 * in the map.
2847 */ 3001 */
2848 3002
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3003 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 3004 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 3005
2857 /****************************************/ 3006 /****************************************/
2858 /* */ 3007 /* */
2859 /* Move player to his current respawn- */ 3008 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3009 /* position (usually last savebed) */
2861 /* */ 3010 /* */
2862 /****************************************/ 3011 /****************************************/
2863 3012
2864 enter_player_savebed(op); 3013 enter_player_savebed (op);
2865 3014
2866 /* Save the player before inserting the force to reduce 3015 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3016 * chance of abuse.
2868 */ 3017 */
2869 op->contr->braced=0; 3018 op->contr->braced = 0;
2870 save_player(op,1); 3019 op->contr->save ();
2871 3020
2872 /* it is possible that the player has blown something up 3021 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3022 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3023 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3024 * on the space that might harm the player.
2876 */ 3025 */
2877 will_kill_again=0; 3026 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3028 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3029 will_kill_again |= tmp->attacktype;
2881 } 3030
2882 if (will_kill_again) { 3031 if (will_kill_again)
3032 {
2883 object *force; 3033 object *force;
2884 int at; 3034 int at;
2885 3035
2886 force=get_archetype(FORCE_NAME); 3036 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3037 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3038 force->speed = 0.1;
2889 force->speed_left=-5.0; 3039 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3040 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3041 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3042 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3043 force->resist[at] = 100;
2894 } 3044
2895 insert_ob_in_ob(force, op); 3045 insert_ob_in_ob (force, op);
2896 fix_player(op); 3046 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3047
3048 }
3049
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3050 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 3051}
2972 3052
2973 3053void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3054loot_object (object *op)
3055{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3056 object *tmp, *tmp2, *next;
2976 3057
3058 if (op->container)
2977 if (op->container) { /* close open sack first */ 3059 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3060
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3061 for (tmp = op->inv; tmp; tmp = next)
3062 {
2982 next=tmp->below; 3063 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3064
2984 remove_ob(tmp); 3065 if (tmp->invisible)
3066 continue;
3067
3068 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3069 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3070 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3071 { /* empty container to ground */
2988 } 3072 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3073 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3074 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3075 {
2991 if(tmp->nrof>1) { 3076 if (tmp->nrof > 1)
3077 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3078 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3079 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3080 insert_ob_in_map (tmp, op->map, NULL, 0);
3081 }
3082 else
3083 tmp->destroy ();
3084 }
2995 } else 3085 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3086 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3087 }
3000} 3088}
3001 3089
3002/* 3090/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3091 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3092 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3093 * was changed.
3006 */ 3094 */
3007 3095
3096void
3008void fix_weight(void) { 3097fix_weight (void)
3009 player *pl; 3098{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3099 for (player *pl = first_player; pl; pl = pl->next)
3100 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3102
3012 if(old == sum) 3103 if (old == sum)
3013 continue; 3104 continue;
3014 fix_player(pl->ob); 3105 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3107 }
3018} 3108}
3019 3109
3110void
3020void fix_luck(void) { 3111fix_luck (void)
3021 player *pl; 3112{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3113 for (player *pl = first_player; pl; pl = pl->next)
3023 if (!pl->ob->contr->state) 3114 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3115 pl->ob->change_luck (0);
3025} 3116}
3026
3027 3117
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3118/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3119 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3120 * just treat this as any other spell casting object.
3031 */ 3121 */
3032
3033void 3122void
3034cast_dust (object * op, object * throw_ob, int dir) 3123cast_dust (object *op, object *throw_ob, int dir)
3035{ 3124{
3036 object *skop, *spob; 3125 object *skop, *spob;
3037 3126
3038 skop = find_skill_by_name (op, throw_ob->skill); 3127 skop = find_skill_by_name (op, throw_ob->skill);
3039 3128
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3129 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3130 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3131 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3132 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3133 return;
3046 } 3134 }
3047 3135
3048 spob = throw_ob->inv; 3136 spob = throw_ob->inv;
3049 3137
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3138 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3139 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3140 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3141 if (!spob)
3054 { 3142 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3143 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3144 return;
3058 } 3145 }
3059 3146
3060 if (op->type == PLAYER) 3147 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3149
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3150 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3151
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3152 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3153}
3069 3154
3155void
3070void make_visible (object *op) { 3156make_visible (object *op)
3157{
3071 op->hide = 0; 3158 op->hide = 0;
3072 op->invisible = 0; 3159 op->invisible = 0;
3073 if(op->type==PLAYER) { 3160 if (op->type == PLAYER)
3161 {
3074 op->contr->tmp_invis = 0; 3162 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3163 op->contr->invis_race = 0;
3076 } 3164 }
3077 update_object(op,UP_OBJ_FACE); 3165 update_object (op, UP_OBJ_FACE);
3078} 3166}
3079 3167
3168int
3080int is_true_undead(object *op) { 3169is_true_undead (object *op)
3170{
3081 object *tmp=NULL; 3171 object *tmp = NULL;
3082 3172
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3174 return 1;
3084 3175
3085 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3176 return 0;
3090} 3177}
3091 3178
3092/* look at the surrounding terrain to determine 3179/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3180 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3181 * indicate greater hideability.
3095 */ 3182 */
3096 3183
3184int
3097int hideability(object *ob) { 3185hideability (object *ob)
3186{
3098 int i,level=0, mflag; 3187 int i, level = 0, mflag;
3099 sint16 x,y; 3188 sint16 x, y;
3100 3189
3101 if(!ob||!ob->map) return 0; 3190 if (!ob || !ob->map)
3191 return 0;
3102 3192
3103 /* so, on normal lighted maps, its hard to hide */ 3193 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3194 level = ob->map->darkness - 2;
3105 3195
3106 /* this also picks up whether the object is glowing. 3196 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3197 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3198 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3199 if (has_carried_lights (ob))
3200 level = -(10 + (2 * ob->map->darkness));
3110 3201
3111 /* scan through all nearby squares for terrain to hide in */ 3202 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3203 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3204 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3205 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3206 if (mflag & P_OUT_OF_MAP)
3207 {
3208 continue;
3209 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3210 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3211 level += 2;
3117 else /* open terrain! */ 3212 else /* open terrain! */
3118 level -= 1; 3213 level -= 1;
3119 } 3214 }
3120 3215
3121#if 0 3216#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3217 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3218#endif
3124 return level; 3219 return level;
3125} 3220}
3126 3221
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3222/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3223 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3224 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3225 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3226 */
3132 3227
3228void
3133void do_hidden_move (object *op) { 3229do_hidden_move (object *op)
3230{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3231 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3232 object *skop;
3136 3233
3137 if(!op || !op->map) return; 3234 if (!op || !op->map)
3235 return;
3138 3236
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3237 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3238
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3239 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3240 if (op->type == PLAYER && op->contr->run_on)
3241 {
3143 if(!skop || num >= skop->level) { 3242 if (!skop || num >= skop->level)
3243 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3244 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3245 make_visible (op);
3146 return; 3246 return;
3147 } else num += 20; 3247 }
3248 else
3249 num += 20;
3148 } 3250 }
3149 num += op->map->difficulty; 3251 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3252 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3253 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3254 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255 {
3153 make_visible(op); 3256 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3257 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3258 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3259 }
3157 else if (op->type == PLAYER && skop) { 3260 else if (op->type == PLAYER && skop)
3261 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3262 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3263 }
3160} 3264}
3161 3265
3162/* determine if who is standing near a hostile creature. */ 3266/* determine if who is standing near a hostile creature. */
3163 3267
3268int
3164int stand_near_hostile( object *who ) { 3269stand_near_hostile (object *who)
3270{
3165 object *tmp=NULL; 3271 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3272 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3273 maptile *m;
3168 sint16 x,y; 3274 sint16 x, y;
3169 3275
3170 if(!who) return 0; 3276 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3277 return 0;
3278
3279 if (who->type == PLAYER)
3280 player = 1;
3281
3282 else
3283 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3284
3285 /* search adjacent squares */
3286 for (i = 1; i < 9; i++)
3287 {
3288 x = who->x + freearr_x[i];
3289 y = who->y + freearr_y[i];
3290 m = who->map;
3291 mflags = get_map_flags (m, &m, x, y, &x, &y);
3292 /* space must be blocked if there is a monster. If not
3293 * blocked, don't need to check this space.
3294 */
3295 if (mflags & P_OUT_OF_MAP)
3296 continue;
3297 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3298 continue;
3299
3300 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3301 {
3302 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3303 return 1;
3304 else if (tmp->type == PLAYER)
3305 {
3306 /*don't let a hidden DM prevent you from hiding */
3307 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3308 return 1;
3309 }
3310 }
3311 }
3312 return 0;
3200} 3313}
3201 3314
3202/* check the player los field for viewability of the 3315/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3316 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3317 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3324 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3325 * -b.t.
3213 * This function is now map tiling safe. 3326 * This function is now map tiling safe.
3214 */ 3327 */
3215 3328
3329int
3216int player_can_view (object *pl,object *op) { 3330player_can_view (object *pl, object *op)
3331{
3217 rv_vector rv; 3332 rv_vector rv;
3218 int dx,dy; 3333 int dx, dy;
3219 3334
3220 if(pl->type!=PLAYER) { 3335 if (pl->type != PLAYER)
3336 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3337 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3338 return -1;
3247 op = op->more;
3248 } 3339 }
3340 if (!pl || !op)
3249 return 0; 3341 return 0;
3342
3343 if (op->head)
3344 {
3345 op = op->head;
3346 }
3347 get_rangevector (pl, op, &rv, 0x1);
3348
3349 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any
3351 * part that is in the los array but isnt on
3352 * a blocked los square.
3353 * we use the archetype to figure out offsets.
3354 */
3355 while (op)
3356 {
3357 dx = rv.distance_x + op->arch->clone.x;
3358 dy = rv.distance_y + op->arch->clone.y;
3359
3360 /* only the viewable area the player sees is updated by LOS
3361 * code, so we need to restrict ourselves to that range of values
3362 * for any meaningful values.
3363 */
3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3365 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3367 return 1;
3368 op = op->more;
3369 }
3370 return 0;
3250} 3371}
3251 3372
3252/* routine for both players and monsters. We call this when 3373/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3374 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3375 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3376 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3377 * return 0.
3257 */ 3378 */
3379int
3258int action_makes_visible (object *op) { 3380action_makes_visible (object *op)
3381{
3259 3382
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3383 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3384 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3385 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3386 return 0;
3263 3387
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3388 if (op->contr && op->contr->tmp_invis == 0)
3389 return 0;
3265 3390
3266 /* If monsters, they should become visible */ 3391 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3392 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3393 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3394 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3395 return 1;
3270 } 3396 }
3271 } 3397 }
3272 return 0; 3398 return 0;
3273} 3399}
3274 3400
3275/* op_on_battleground - checks if the given object op (usually 3401/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3402 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3403 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3404 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3405 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3406 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3407 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3408 */
3409int
3283int op_on_battleground (object *op, int *x, int *y) { 3410op_on_battleground (object *op, int *x, int *y)
3411{
3284 object *tmp; 3412 object *tmp;
3285 3413
3286 /* A battleground-tile needs the following attributes to be valid: 3414 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3415 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3416 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3417 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3418 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3419 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3420 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3421 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3422 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3423 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3424 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3425 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3426 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3427 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3428 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3429 {
3299 object *invtmp; 3430 object *invtmp;
3431
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3432 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3433 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3434 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3435 {
3436 if (x != NULL && y != NULL)
3437 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3438 return 1;
3439 }
3440 }
3441 }
3303 if (x != NULL && y != NULL) 3442 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3443 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3444 return 1;
3306 } 3445 }
3307 } 3446 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3447 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3448 /* If we got here, did not find a battleground */
3316 return 0; 3449 return 0;
3317} 3450}
3318 3451
3319/* 3452/*
3323 * attributes: 3456 * attributes:
3324 * object *who the dragon player 3457 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3458 * int atnr the attack-number of the ability focus
3326 * int level ability level 3459 * int level ability level
3327 */ 3460 */
3461void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3462dragon_ability_gain (object *who, int atnr, int level)
3463{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3464 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3465 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3466 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3467 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3468 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3469 int i = 0, j = 0;
3335 3470
3336 /* get the appropriate treasurelist */ 3471 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3472 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3473 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3474 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3475 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3476 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3477 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3478 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3479 trlist = find_treasurelist ("dragon_ability_poison");
3345 3480
3346 if (trlist == NULL || who->type != PLAYER) 3481 if (trlist == NULL || who->type != PLAYER)
3347 return; 3482 return;
3348 3483
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3485
3351
3352 if (tr == NULL || tr->item == NULL) { 3486 if (tr == NULL || tr->item == NULL)
3487 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3489 return;
3355 } 3490 }
3356 3491
3357 /* everything seems okay - now bring on the gift: */ 3492 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3493 item = &(tr->item->clone);
3359 3494
3360 if (item->type == SPELL) { 3495 if (item->type == SPELL)
3496 {
3361 if (check_spell_known (who, item->name)) 3497 if (check_spell_known (who, item->name))
3362 return; 3498 return;
3363 3499
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3500 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3501 do_learn_spell (who, item, 0);
3366 return; 3502 return;
3367 } 3503 }
3368 3504
3369 /* grant direct spell */ 3505 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3506 if (item->type == SPELLBOOK)
3507 {
3371 if (!item->inv) { 3508 if (!item->inv)
3509 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3510 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3511 return;
3375 } 3512 }
3376 if (check_spell_known (who, item->inv->name)) 3513 if (check_spell_known (who, item->inv->name))
3377 return; 3514 return;
3378 if (item->invisible) { 3515 if (item->invisible)
3516 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3518 do_learn_spell (who, item->inv, 0);
3381 return; 3519 return;
3382 } 3520 }
3383 } 3521 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3522 else if (item->type == SKILL_TOOL && item->invisible)
3523 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3524 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3525 {
3386 3526
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3527 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3528 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3529 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3530 * but not all of them, he gets nothing.
3391 */ 3531 */
3392 if (!(skop->attacktype & item->attacktype)) { 3532 if (!(skop->attacktype & item->attacktype))
3533 {
3393 /* Give new attacktype */ 3534 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3535 skop->attacktype |= item->attacktype;
3395 3536
3396 /* always add physical if there's none */ 3537 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3538 skop->attacktype |= AT_PHYSICAL;
3398 3539
3399 if (item->msg != NULL) 3540 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3541 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3542
3402 /* Give player new face */ 3543 /* Give player new face */
3403 if (item->animation_id) { 3544 if (item->animation_id)
3545 {
3404 who->face = skop->face; 3546 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3547 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3548 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3549 who->last_anim = 0;
3408 who->state = 0; 3550 who->state = 0;
3409 animate_object(who, who->direction); 3551 animate_object (who, who->direction);
3410 } 3552 }
3553 }
3554 }
3411 } 3555 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3556 else if (item->type == FORCE)
3557 {
3415 /* forces in the treasurelist can alter the player's stats */ 3558 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3559 object *skin;
3560
3417 /* first get the dragon skin force */ 3561 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3564 ;
3421 3565
3566 if (!skin)
3567 return;
3568
3422 /* adding new spellpath attunements */ 3569 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3570 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3571 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3572 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3573
3426 /* print message */ 3574 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3575 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3576 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3577 {
3430 if (j) 3578 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3579 {
3432 else 3580 if (j)
3433 j = 1; 3581 strcat (buf, " and ");
3582 else
3583 j = 1;
3434 strcat(buf, spellpathnames[i]); 3584 strcat (buf, spellpathnames[i]);
3435 } 3585 }
3436 } 3586 }
3437 strcat(buf,"."); 3587 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3588 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3589 }
3440 3590
3441 /* evtl. adding flags: */ 3591 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3592 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3593 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3594 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3595 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3596 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3597 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3598
3449 /* print message if there is one */ 3599 /* print message if there is one */
3450 if (item->msg != NULL) 3600 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3601 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3602 }
3603 else
3452 } 3604 {
3453 else {
3454 /* generate misc. treasure */ 3605 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3606 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3607 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3608 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3609 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3610 esrv_send_item (who, tmp);
3460 } 3611 }
3461} 3612}
3462 3613
3463/** 3614/**
3464 * Unready an object for a player. This function does nothing if the object was 3615 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3616 * not readied.
3466 */ 3617 */
3618void
3467void player_unready_range_ob(player *pl, object *ob) { 3619player_unready_range_ob (player *pl, object *ob)
3620{
3468 rangetype i; 3621 rangetype i;
3469 3622
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3623 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3624 {
3471 if (pl->ranges[i] == ob) { 3625 if (pl->ranges[i] == ob)
3626 {
3472 pl->ranges[i] = NULL; 3627 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3628 if (pl->shoottype == i)
3629 {
3474 pl->shoottype = range_none; 3630 pl->shoottype = range_none;
3475 } 3631 }
3476 } 3632 }
3477 } 3633 }
3478} 3634}

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