ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.62 by root, Mon Dec 25 11:25:49 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 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 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
78 } 151 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 152 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 153
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
103} 157}
104 158
105void send_rules(const object *op) { 159/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 160static void
107 char rules[HUGE_BUF]; 161set_first_map (object *op)
108 FILE *fp; 162{
109 int comp; 163 strcpy (op->contr->maplevel, first_map_path);
110 int size; 164 op->x = -1;
165 op->y = -1;
166 enter_exit (op, 0);
167}
168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
111 212 {
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 213 object *tmp, *abil = 0, *skin = 0;
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 if (!ns)
114 return; 256 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 257
133void send_news(const object *op) { 258 //TODO: don't be so harsh and destroy :)
134 char buf[MAX_BUF]; 259 destroy ();
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 260
181int playername_ok(const char *cp) { 261 ns->pl = 0;
182 /* Don't allow - or _ as first character in the name */ 262 ns = 0;
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 263}
190 264
191/* This no longer sets the player map. Also, it now updates 265// the need for this function can be explained
192 * all the pointers so the caller doesn't need to do that. 266// by load_object not returning the object
193 * Caller is responsible for setting the correct map. 267void
194 */ 268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
195 272
196/* Redo this to do both get_player_ob and get_player. 273 ob->speed_left = 0.5;
197 * Hopefully this will be less bugfree and simpler. 274 ob->speed = 1.0;
198 * Returns the player structure. If 'p' is null, 275 ob->direction = 5; /* So player faces south */
199 * we create a new one. Otherwise, we recycle 276 ob->stats.wc = 2;
200 * the one that is passed. 277 ob->run_away = 25; /* Then we panick... */
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 278
206 if (!p) { 279 set_first_map (ob);
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 280
211 /* This adds the player in the linked list. There is extra 281 ob->roll_stats ();
212 * complexity here because we want to add the new player at the 282}
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;
224 283
225 p->next = NULL; 284player::player ()
226 } 285{
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 - 286 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point. 287 * we deal with that below this point.
236 */ 288 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 292
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (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 */
257 294
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 295 gen_sp_armour = 10;
263 p->last_speed= -1; 296 last_speed = -1;
264 p->shoottype=range_none; 297 shoottype = range_none;
265 p->bowtype=bow_normal; 298 bowtype = bow_normal;
266 p->petmode=pet_normal; 299 petmode = pet_normal;
267 p->listening=10; 300 listening = 10;
268 p->usekeys=containers; 301 usekeys = containers;
269 p->last_weapon_sp= -1; 302 last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
271 p->do_los=1; 304 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 305
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, 306 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
284 * at zero. 309 * at zero.
285 */ 310 */
286 for (i=0; i < NUM_SKILLS; i++) { 311 for (int i = 0; i < NUM_SKILLS; i++)
287 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 313
289 }
290 for (i=0; i < NROFATTACKS; i++) { 314 for (int i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 315 last_resist[i] = -1;
292 } 316
293 p->last_stats.exp = -1; 317 last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 318 last_weight = (uint32) - 1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 319}
300 320
301 321void
302/* This loads the first map an puts the player on it. */ 322player::do_destroy ()
303static void set_first_map(object *op)
304{ 323{
305 strcpy(op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
311/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
313 * mode. 370 * mode.
314 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
315 376
316int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 378
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; 379 return pl;
339} 380}
340 381
341/* 382/*
342 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
345 */ 386 */
387archetype *
346archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
347{ 389{
348 archetype *start = at; 390 archetype *start = at;
391
349 for (;;) { 392 for (;;)
393 {
350 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
351 at=first_archetype; 395 at = first_archetype;
352 else 396 else
353 at=at->next; 397 at = at->next;
398
354 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
355 return at; 400 return at;
401
356 if (at == start) { 402 if (at == start)
403 {
357 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 405 exit (-1);
359 } 406 }
360 } 407 }
361} 408}
362 409
363 410object *
364object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
365 object *op = NULL; 413 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 414 objectlink *ol;
368 unsigned lastdist; 415 unsigned lastdist;
369 rv_vector rv; 416 rv_vector rv;
370 417
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
419 {
372 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
376 */ 424 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
378 object *tmp=ol->ob; 427 object *tmp = ol->ob;
379 428
380 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 430 * itself will have been cleared.
382 */ 431 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 433 ol = ol->next;
385 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
386 if (!ol) return op; 435 if (!ol)
387 } 436 return op;
437 }
388 438
389 /* Remove special check for player from this. First, it looks to cause 439 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 441 * 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 442 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
395 */ 445 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 447 continue;
398 448
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
408 op=pl->ob; 450 {
451 op = ol->ob;
409 lastdist=rv.distance; 452 lastdist = rv.distance;
453 }
410 } 454 }
411 } 455
412 } 456 for_all_players (pl)
457 if (can_detect_enemy (mon, pl->ob, &rv))
458 if (lastdist > rv.distance)
459 {
460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
413#if 0 464#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 466#endif
416 return op; 467 return op;
417} 468}
418 469
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 470/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 471 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 488 * is probably not a good thing.
438 */ 489 */
439#define MAX_SPACES 50 490#define MAX_SPACES 50
440
441 491
442/* 492/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * 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. 508 * 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, 509 * 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 510 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 511 * is blocking itself.
462 */ 512 */
513int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
464 rv_vector rv; 516 rv_vector rv;
465 sint16 x,y; 517 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
468 520
469 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
470 522
471 if (rv.distance<mindiff) return 0; 523 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; 524 return 0;
724}
725 525
726void confirm_password(object *op) { 526 x = mon->x;
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532 /* If we can't solve it within the search distance, return now. */
533 if (diff > max)
534 return 0;
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
727 542
728 op->contr->write_buf[0]='\0'; 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 544 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}
732 545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626 if (diff <= 1)
627 {
628 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance.
630 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633 }
634 if (diff > max)
635 return 0;
636 }
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist * items)
646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736}
737
738void
733void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
734 if (party == NULL) { 741 if (party == NULL)
742 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 744 return;
737 } 745 }
746
738 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 751}
743
744 752
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
746int roll_stat(void) { 755roll_stat (void)
756{
747 int a[4],i,j,k; 757 int a[4], i, j, k;
748 758
749 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
751 761
752 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 763 if (a[i] < k)
754 k=a[i],j=i; 764 k = a[i], j = i;
755 765
756 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 767 if (i != j)
758 k+=a[i]; 768 k += a[i];
759 } 769
760 return k; 770 return k;
761} 771}
762 772
763void roll_stats(object *op) { 773void
764 int sum=0; 774object::roll_stats ()
765 int i = 0, j = 0; 775{
766 int statsort[7]; 776 int statsort [7];
767 777
778 for (;;)
768 do { 779 {
769 op->stats.Str=roll_stat(); 780 int sum = 0;
770 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 782 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);
780 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
781 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 789 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;
789 790
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]; 791 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
809 798
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; 799 stats.exp = 0;
821 op->stats.ac=0; 800 stats.ac = 0;
822 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
823 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
826 811
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; 812 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 } 813 }
814}
920 815
921#if 0 816void
922 /* So that enter_exit will put us at startx/starty */ 817object::swap_stats (int a, int b)
923 op->x= -1; 818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
924 822
925 enter_exit(op,NULL); 823 stats.Str = contr->orig_stats.Str;
926#endif 824 stats.Dex = contr->orig_stats.Dex;
927 SET_ANIMATION(op, 2); /* So player faces south */ 825 stats.Con = contr->orig_stats.Con;
928 /* Enter exit adds a player otherwise */ 826 stats.Int = contr->orig_stats.Int;
929 add_statbonus(op); 827 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"); 828 stats.Pow = contr->orig_stats.Pow;
931 op->contr->state = ST_CHANGE_CLASS; 829 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;
941 830
942 case 'q': 831 //TODO: the following code looks so borked and should, at the very least,
943 case 'Q': 832 // be merged with the similar code in roll_stats
944 play_again(op); 833 stats.ac = 0;
945 return 1;
946 834
947 default: 835 level = 1;
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 836 stats.exp = 0;
949 return 0; 837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
950 } 844 {
951 return 0; 845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
952} 851}
953 852
954/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
958 * not the class. 857 * not the class.
959 */ 858 */
960 859int
961int key_change_class(object *op, char key) 860key_change_class (object *op, char key)
962{ 861{
963 int tmp_loop; 862 int tmp_loop;
964 863
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 864 if (key == 'd' || key == 'D')
865 {
971 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
972 867
973 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 869 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 870
871 treasurelist *tl = find_treasurelist ("starting_wealth");
872 if (tl)
873 create_treasure (tl, op, 0, 0, 0);
874
977 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
979 877
980 op->contr->state=ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
981 879
982 if (op->msg) { 880 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 881 op->msg = NULL;
985 }
986 882
987 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
988 * to save here. 884 * to save here.
989 */ 885 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 887 make_path_to_file (buf);
992 888
993#ifdef AUTOSAVE 889#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 890 op->contr->last_save_tick = pticks;
995#endif 891#endif
996 start_info(op); 892 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 894 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 895 link_player_skills (op);
1000 esrv_send_inventory(op, op); 896 esrv_send_inventory (op, op);
1001 fix_player(op); 897 op->update_stats ();
1002 898
1003 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1004 * is one for this race 900 * is one for this race
1005 */ 901 */
1006 if(*first_map_ext_path) { 902 if (*first_map_ext_path)
903 {
1007 object *tmp; 904 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 905 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 906
1011 first_map_ext_path, op->arch->name); 907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 908 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 909 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 910 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 911 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 912 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1018 * default initial map */ 914 * default initial map */
1019 free_object(tmp); 915 tmp->destroy ();
916 }
1020 } else { 917 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 919
920 return 0;
921 }
922
1026 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1028 */ 925 */
1029 926
1030 tmp_loop = 0; 927 tmp_loop = 0;
1031 while(!tmp_loop) { 928 while (!tmp_loop)
1032 const char *name = add_string (op->name); 929 {
930 shstr name = op->name;
1033 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1034 remove_statbonus(op); 932
1035 remove_ob (op); 933 op->remove_statbonus ();
934 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 935 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 936 op->arch->clone.copy_to (op);
1038 op->instantiate (); 937 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 939 op->name = op->name_pl = name;
1041 op->name = name; 940 op->x = x;
1042 free_string(op->name_pl); 941 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 */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 943 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 944 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 945 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 946 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 947 }
948
1055 update_object(op,UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 950 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 951 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 954 op->stats.grace = 0;
955
1061 if (op->msg) 956 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
958
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 959 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 960 return 0;
1065} 961}
1066 962
963int
1067int key_confirm_quit(object *op, char key) 964key_confirm_quit (object *op, char key)
1068{ 965{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
1072 op->contr->state=ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 970 return 1;
1075 } 971 }
1076 972
1077 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 974 INVOKE_PLAYER (QUIT, op->contr);
1079 975
1080 terminate_all_pets(op); 976 terminate_all_pets (op);
1081 leave_map(op); 977 leave_map (op);
1082 op->direction=0; 978 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 980
1086 strcpy(op->contr->killer,"quit"); 981 strcpy (op->contr->killer, "quit");
1087 check_score(op); 982 check_score (op);
1088 op->contr->party=NULL; 983 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 984 op->contr->own_title[0] = '\0';
1091 985
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 986 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 987
988 delete ob->contr;
989
1095 /* We need to hunt for any per player unique maps in memory and 990 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 991 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 993 */
994 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1101 next = mp->next; 999 next = mp->next;
1000
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1002 delete_map (mp);
1104 } 1003 }
1105 1004
1106 delete_character(op->name, 1); 1005 delete_character (ob->name, 1);
1107 } 1006
1108 play_again(op);
1109 return 1; 1007 return 1;
1110} 1008}
1111 1009
1010void
1112void flee_player(object *op) { 1011flee_player (object *op)
1012{
1113 int dir,diff; 1013 int dir, diff;
1114 rv_vector rv; 1014 rv_vector rv;
1115 1015
1116 if(op->stats.hp < 0) { 1016 if (op->stats.hp < 0)
1017 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1018 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1020 return;
1120 } 1021 }
1121 1022
1122 if(op->enemy==NULL) { 1023 if (op->enemy == NULL)
1024 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1025 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1027 return;
1126 } 1028 }
1127 1029
1128 /* Seen some crashes here. Since we don't store an 1030 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1031 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1032 * actual enemy, and the object is recycled.
1131 */ 1033 */
1132 if (op->enemy->map == NULL) { 1034 if (op->enemy->map == NULL)
1035 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1036 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1037 op->enemy = NULL;
1135 return; 1038 return;
1136 } 1039 }
1137 1040
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1041 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1042 {
1139 op->enemy=NULL; 1043 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1045 return;
1142 } 1046 }
1047
1143 get_rangevector(op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1144 1049
1145 dir=absdir(4+rv.direction); 1050 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1051 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 } 1052 {
1053 int m = 1 - (RANDOM () & 2);
1054
1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1056 return;
1057 }
1058
1153 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1061 op->enemy = NULL;
1156} 1062}
1157 1063
1158 1064
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1065/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1066 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1067 * stop.
1162 */ 1068 */
1069int
1163int check_pick(object *op) { 1070check_pick (object *op)
1071{
1164 object *tmp, *next; 1072 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1073 int stop = 0;
1167 int j, k, wvratio; 1074 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1075 char putstring[128], tmpstr[16];
1169 1076
1170
1171 /* if you're flying, you cna't pick up anything */ 1077 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1078 if (op->move_type & MOVE_FLYING)
1173 return 1; 1079 return 1;
1174 1080
1175 op_tag = op->count;
1176
1177 next = op->below; 1081 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1082
1181 /* loop while there are items on the floor that are not marked as 1083 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1084 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1085 while (next && !next->destroyed ())
1184 { 1086 {
1185 tmp = next; 1087 tmp = next;
1186 next = tmp->below; 1088 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1089
1190 if (was_destroyed (op, op_tag)) 1090 if (op->destroyed ())
1191 return 0; 1091 return 0;
1192 1092
1193 if ( ! can_pick (op, tmp)) 1093 if (!can_pick (op, tmp))
1194 continue; 1094 continue;
1195 1095
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1096 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1097 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1098 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1099 pick_up (op, tmp);
1200 continue; 1100 continue;
1201 } 1101 }
1202 1102
1203 /* high not bit set? We're using the old autopickup model */ 1103 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1104 if (!(op->contr->mode & PU_NEWMODE))
1105 {
1205 switch (op->contr->mode) { 1106 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1107 {
1207 case 1: pick_up (op, tmp); 1108 case 0:
1208 return 1; 1109 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1110 case 1:
1210 return 0; 1111 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1112 return 1;
1212 case 4: pick_up (op, tmp); 1113 case 2:
1213 break; 1114 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1115 return 0;
1215 stop = 1; 1116 case 3:
1216 break; 1117 return 0; /* stop before pickup */
1217 case 6: 1118 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1119 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1120 break;
1220 pick_up(op, tmp); 1121 case 5:
1221 break; 1122 pick_up (op, tmp);
1123 stop = 1;
1124 break;
1125 case 6:
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 pick_up (op, tmp);
1128 break;
1222 1129
1223 case 7: 1130 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1131 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1132 pick_up (op, tmp);
1226 break; 1133 break;
1227 1134
1228 default: 1135 default:
1229 /* use value density */ 1136 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1137 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1138 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1139 pick_up (op, tmp);
1233 >= op->contr->mode) 1140 }
1234 pick_up(op,tmp); 1141 }
1235 } 1142 else
1236 } 1143 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1144 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1145 if (op->contr->mode & PU_DEBUG)
1240 { 1146 {
1241 /* some debugging code to figure out item information */ 1147 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1148 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1150 &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)))); 1151 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1152 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1154
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1155 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1156 }
1251 1157
1252 sprintf(putstring,"...flags: "); 1158 /* philosophy:
1253 for(k=0;k<4;k++) 1159 * It's easy to grab an item type from a pile, as long as it's
1254 { 1160 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1161 * and selections, select-items should be used. This is a
1256 { 1162 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1163 * example.
1258 { 1164 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1165 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1166 * convert to decimal and then 'pickup <#>
1261 } 1167 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1168
1169 /* the first two modes are exclusive: if NOTHING we return, if
1170 * STOP then we stop. All the rest are applied sequentially,
1171 * meaning if any test passes, the item gets picked up. */
1172
1173 /* if mode is set to pick nothing up, return */
1174
1175 if (op->contr->mode & PU_NOTHING)
1176 return 1;
1177
1178 /* if mode is set to stop when encountering objects, return */
1179 /* take STOP before INHIBIT since it doesn't actually pick
1180 * anything up */
1181
1182 if (op->contr->mode & PU_STOP)
1183 return 0;
1184
1185 /* useful for going into stores and not losing your settings... */
1186 /* and for battles wher you don't want to get loaded down while
1187 * fighting */
1188 if (op->contr->mode & PU_INHIBIT)
1189 return 1;
1190
1191 /* prevent us from turning into auto-thieves :) */
1192 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1193 continue;
1194
1195 /* ignore known cursed objects */
1196 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1197 continue;
1198
1199 /* all food and drink if desired */
1200 /* question: don't pick up known-poisonous stuff? */
1201 if (op->contr->mode & PU_FOOD)
1202 if (tmp->type == FOOD)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_DRINK)
1209 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_POTION)
1216 if (tmp->type == POTION)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 /* spellbooks, skillscrolls and normal books/scrolls */
1223 if (op->contr->mode & PU_SPELLBOOK)
1224 if (tmp->type == SPELLBOOK)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_SKILLSCROLL)
1231 if (tmp->type == SKILLSCROLL)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_READABLES)
1238 if (tmp->type == BOOK || tmp->type == SCROLL)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* wands/staves/rods/horns */
1245 if (op->contr->mode & PU_MAGIC_DEVICE)
1246 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* pick up all magical items */
1253 if (op->contr->mode & PU_MAGICAL)
1254 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_VALUABLES)
1261 {
1262 if (tmp->type == MONEY || tmp->type == GEM)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267 }
1268
1269 /* rings & amulets - talismans seems to be typed AMULET */
1270 if (op->contr->mode & PU_JEWELS)
1271 if (tmp->type == RING || tmp->type == AMULET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 /* we don't forget dragon food */
1278 if (op->contr->mode & PU_FLESH)
1279 if (tmp->type == FLESH)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* bows and arrows. Bows are good for selling! */
1286 if (op->contr->mode & PU_BOW)
1287 if (tmp->type == BOW)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_ARROW)
1294 if (tmp->type == ARROW)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* all kinds of armor etc. */
1301 if (op->contr->mode & PU_ARMOUR)
1302 if (tmp->type == ARMOUR)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_HELMET)
1309 if (tmp->type == HELMET)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_SHIELD)
1316 if (tmp->type == SHIELD)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_BOOTS)
1323 if (tmp->type == BOOTS)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 if (op->contr->mode & PU_GLOVES)
1330 if (tmp->type == GLOVES)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 if (op->contr->mode & PU_CLOAK)
1337 if (tmp->type == CLOAK)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* hoping to catch throwing daggers here */
1344 if (op->contr->mode & PU_MISSILEWEAPON)
1345 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1346 {
1347 pick_up (op, tmp);
1348 continue;
1349 }
1350
1351 /* careful: chairs and tables are weapons! */
1352 if (op->contr->mode & PU_ALLWEAPON)
1353 {
1354 if (tmp->type == WEAPON && tmp->name != NULL)
1355 {
1356 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1357 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362 }
1363
1364 if (tmp->type == WEAPON && tmp->name == NULL)
1365 {
1366 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372 }
1373
1374 /* misc stuff that's useful */
1375 if (op->contr->mode & PU_KEY)
1376 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381
1382 /* any of the last 4 bits set means we use the ratio for value
1383 * pickups */
1384 if (op->contr->mode & PU_RATIO)
1385 {
1386 /* use value density to decide what else to grab */
1387 /* >=7 was >= op->contr->mode */
1388 /* >=7 is the old standard setting. Now we take the last 4 bits
1389 * and multiply them by 5, giving 0..15*5== 5..75 */
1390 wvratio = (op->contr->mode & PU_RATIO) * 5;
1391 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1392 {
1393 pick_up (op, tmp);
1266#if 0 1394#if 0
1267 /* print the flags too */ 1395 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1396 if (tmp->name != NULL)
1269 { 1397 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1398 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1399 }
1272 { 1400 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1401 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1402 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1403 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1404#endif
1405 continue;
1406 }
1407 }
1408 } /* the new pickup model */
1279 } 1409 }
1280 /* philosophy:
1281 * 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
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * 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
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1410
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 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; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 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; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=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 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1411 return !stop;
1443} 1412}
1444 1413
1445/* 1414/*
1446 * Find an arrow in the inventory and after that 1415 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1416 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1417 * found object is returned.
1449 */ 1418 */
1419object *
1450object *find_arrow(object *op, const char *type) 1420find_arrow (object *op, const char *type)
1451{ 1421{
1452 object *tmp = NULL; 1422 object *tmp = NULL;
1453 1423
1454 for(op=op->inv; op; op=op->below) 1424 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1425 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); 1426 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1427 else if (op->type == ARROW && op->race == type)
1459 return op; 1428 return op;
1460 return tmp; 1429 return tmp;
1461} 1430}
1462 1431
1463/* 1432/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1433 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1434 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1435 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1436 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1437 */
1469 1438
1439object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1440find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1441{
1472 object *tmp = NULL, *arrow, *ntmp; 1442 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1443 int attacknum, attacktype, betterby = 0, i;
1474 1444
1475 if (!type) 1445 if (!type)
1476 return NULL; 1446 return NULL;
1477 1447
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1448 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1449 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1450 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1451 {
1452 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1453 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1454 if (i > betterby)
1484 tmp = ntmp; 1455 {
1485 betterby = i; 1456 tmp = ntmp;
1486 } 1457 betterby = i;
1458 }
1459 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1460 else if (arrow->type == ARROW && arrow->race == type)
1461 {
1488 /* allways prefer assasination/slaying */ 1462 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1463 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1464 {
1491 if (arrow->attacktype & AT_DEATH) { 1465 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1466 {
1493 return arrow; 1467 *better = 100;
1494 } else { 1468 return arrow;
1495 tmp = arrow; 1469 }
1470 else
1471 {
1472 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1473 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1474 }
1498 } else { 1475 }
1476 else
1477 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1478 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1479 {
1500 attacktype = 1<<attacknum; 1480 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1481 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) { 1482 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1483 {
1484 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1485 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1486 }
1506 } 1487 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1488 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1489 {
1490 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1491 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1492 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1493 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1494 {
1495 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1496 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1497 }
1498 }
1499 }
1515 } 1500 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1501 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1502 return find_arrow (op, type);
1520 1503
1521 *better = betterby; 1504 *better = betterby;
1522 return tmp; 1505 return tmp;
1523} 1506}
1524 1507
1525/* looks in a given direction, finds the first valid target, and calls 1508/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1509 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1510 * op = the shooter
1528 * type = bow->race 1511 * type = bow->race
1529 * dir = fire direction 1512 * dir = fire direction
1530 */ 1513 */
1531 1514
1515object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1516pick_arrow_target (object *op, const char *type, int dir)
1533{ 1517{
1534 object *tmp = NULL; 1518 object *tmp = NULL;
1535 mapstruct *m; 1519 maptile *m;
1536 int i, mflags, found, number; 1520 int i, mflags, found, number;
1537 sint16 x, y; 1521 sint16 x, y;
1538 1522
1539 if (op->map == NULL) 1523 if (op->map == NULL)
1540 return find_arrow(op, type); 1524 return find_arrow (op, type);
1541 1525
1542 /* do a dex check */ 1526 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1527 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))) 1528 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1529 return find_arrow (op, type);
1546 1530
1547 m = op->map; 1531 m = op->map;
1548 x = op->x; 1532 x = op->x;
1549 y = op->y; 1533 y = op->y;
1550 1534
1551 /* find the first target */ 1535 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1536 for (i = 0, found = 0; i < 20; i++)
1537 {
1553 x += freearr_x[dir]; 1538 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1539 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1540 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1541 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1542 {
1557 tmp = NULL; 1543 tmp = NULL;
1558 break; 1544 break;
1545 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1546 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1547 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1548 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1549 * perhaps a bad assumption.
1562 */ 1550 */
1563 tmp = NULL; 1551 tmp = NULL;
1564 break; 1552 break;
1565 } 1553 }
1566 if (mflags & P_IS_ALIVE) { 1554 if (mflags & P_IS_ALIVE)
1555 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1556 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1557 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1558 {
1570 break; 1559 found++;
1571 } 1560 break;
1561 }
1572 if (found) 1562 if (found)
1573 break; 1563 break;
1574 } 1564 }
1575 } 1565 }
1576 if (tmp == NULL) 1566 if (tmp == NULL)
1577 return find_arrow(op, type); 1567 return find_arrow (op, type);
1578 1568
1579 if (tmp->head) 1569 if (tmp->head)
1580 tmp = tmp->head; 1570 tmp = tmp->head;
1581 1571
1582 return find_better_arrow(op, tmp, type, &i); 1572 return find_better_arrow (op, tmp, type, &i);
1583} 1573}
1584 1574
1585/* 1575/*
1586 * Creature fires a bow - op can be monster or player. Returns 1576 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1577 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1580 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1581 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1582 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1583 * player fire modes.
1594 */ 1584 */
1585int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1586fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1587{
1598 object *left, *bow; 1588 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1589 int bowspeed, mflags;
1601 mapstruct *m; 1590 maptile *m;
1602 1591
1603 if (!dir) { 1592 if (!dir)
1593 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1595 return 0;
1606 } 1596 }
1597
1607 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1609 else { 1600 else
1601 {
1610 for(bow=op->inv; bow; bow=bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1603 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1604 * don't need to switch back and forth between bows and weapons.
1613 */ 1605 */
1614 if(bow->type==BOW) 1606 if (bow->type == BOW)
1615 break; 1607 break;
1616 1608
1617 if (!bow) { 1609 if (!bow)
1610 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1612 return 0;
1620 } 1613 }
1621 } 1614 }
1615
1622 if( !bow->race || !bow->skill) { 1616 if (!bow->race || !bow->skill)
1617 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1619 return 0;
1625 } 1620 }
1626 1621
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1623
1629 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1632 if (bowspeed < 1) 1628 if (bowspeed < 1)
1633 bowspeed = 1; 1629 bowspeed = 1;
1634 1630
1635 if (arrow == NULL) { 1631 if (arrow == NULL)
1632 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1633 if ((arrow = find_arrow (op, bow->race)) == NULL)
1634 {
1637 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1636 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 */ 1637 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1638 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1640 return 0;
1644 } 1641 }
1645 } 1642 }
1643
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1645 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1646 return 0;
1649 } 1647
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1649 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1651 return 0;
1653 } 1652 }
1654 1653
1655 /* this should not happen, but sometimes does */ 1654 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1655 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1656 {
1657 arrow->destroy ();
1658 return 0;
1659 }
1661 1660
1662 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1663 if (!arrow)
1664 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1666 return 0;
1668 return 0;
1669 } 1667 }
1670 set_owner(arrow, op); 1668
1671 if (arrow->skill) free_string(arrow->skill); 1669 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1670 arrow->skill = bow->skill;
1673 1671
1674 arrow->direction=dir; 1672 arrow->direction = dir;
1675 arrow->x = sx; 1673 arrow->x = sx;
1676 arrow->y = sy; 1674 arrow->y = sy;
1677 1675
1678 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1677 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1679 op->update_stats ();
1681 } 1680 }
1682 1681
1683 SET_ANIMATION(arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1685 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1686 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1687 arrow->spellarg = strdup (arrow->slaying);
1689 1688
1690 /* Note that this was different for monsters - they got their level 1689 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1690 * added to the damage. I think the strength bonus is more proper.
1692 */ 1691 */
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 1692
1693 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1694
1698 /* update the speed */ 1695 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1697 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1698
1704 if (arrow->speed < 1.0) 1699 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1700 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1701 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1702 arrow->speed_left = 0;
1708 1703
1709 if (op->type == PLAYER) { 1704 if (op->type == PLAYER)
1705 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1709
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1710 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1711 }
1712 else
1713 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1715 arrow->level = op->level;
1721 } 1716 }
1717
1722 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1720
1724 if (bow->slaying != NULL) 1721 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1722 arrow->slaying = bow->slaying;
1726 1723
1727 arrow->map = m; 1724 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1727
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1729 insert_ob_in_map (arrow, m, op, 0);
1734 1730
1735 if (!was_destroyed(arrow, tag)) 1731 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1732 move_arrow (arrow);
1737 1733
1738 if (op->type == PLAYER) { 1734 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1735 {
1736 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1737 esrv_del_item (op->contr, left->count);
1741 else 1738 else
1742 esrv_send_item(op, left); 1739 esrv_send_item (op, left);
1743 } 1740 }
1741
1744 return 1; 1742 return 1;
1745} 1743}
1746 1744
1747/* Special fire code for players - this takes into 1745/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1746 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1747 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1748 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1749 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1750 * hence the function name.
1753 */ 1751 */
1752int
1754int player_fire_bow(object *op, int dir) 1753player_fire_bow (object *op, int dir)
1755{ 1754{
1756 int ret=0, wcmod=0; 1755 int ret = 0, wcmod = 0;
1757 1756
1758 if (op->contr->bowtype == bow_bestarrow) { 1757 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1758 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1759 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1760 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1761 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1762 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1764 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1765 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1766 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1767 else if (op->contr->bowtype == bow_threewide)
1768 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1771 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1772 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1773 else if (op->contr->bowtype == bow_spreadshot)
1774 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1775 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1776 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1777 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1778
1776 } else { 1779 }
1780 else
1781 {
1777 /* Simple case */ 1782 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1783 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1784 }
1780 return ret; 1785 return ret;
1781} 1786}
1782 1787
1783 1788
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1789/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1790 * Broken apart from 'fire' to keep it more readable.
1786 */ 1791 */
1792void
1787void fire_misc_object(object *op, int dir) 1793fire_misc_object (object *op, int dir)
1788{ 1794{
1789 object *item; 1795 object *item;
1790 1796
1791 if (!op->contr->ranges[range_misc]) { 1797 if (!op->contr->ranges[range_misc])
1798 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1799 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1800 return;
1794 } 1801 }
1795 1802
1796 item = op->contr->ranges[range_misc]; 1803 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1804 if (!item->inv)
1805 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1806 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1807 return;
1800 } 1808 }
1801 if (item->type == WAND) { 1809 if (item->type == WAND)
1810 {
1802 if(item->stats.food<=0) { 1811 if (item->stats.food <= 0)
1812 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1813 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)); 1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1815 return;
1806 } 1816 }
1817 }
1807 } else if (item->type == ROD || item->type==HORN) { 1818 else if (item->type == ROD || item->type == HORN)
1819 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1820 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1821 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1823 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1824 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1825 else
1813 else 1826 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; 1827 return;
1817 } 1828 }
1818 } 1829 }
1819 1830
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1831 if (cast_spell (op, item, dir, item->inv, NULL))
1832 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1833 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1834 if (item->type == WAND)
1835 {
1823 if (!(--item->stats.food)) { 1836 if (!(--item->stats.food))
1824 object *tmp; 1837 {
1825 if (item->arch) { 1838 object *tmp;
1839
1840 if (item->arch)
1841 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
1828 item->speed = 0; 1844 item->speed = 0;
1829 update_ob_speed(item); 1845 update_ob_speed (item);
1830 } 1846 }
1831 if ((tmp=is_player_inv(item))) 1847 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1849 }
1834 } 1850 }
1835 else if (item->type == ROD || item->type==HORN) { 1851 else if (item->type == ROD || item->type == HORN)
1852 {
1836 drain_rod_charge(item); 1853 drain_rod_charge (item);
1837 } 1854 }
1838 } 1855 }
1839} 1856}
1840 1857
1841/* Received a fire command for the player - go and do it. 1858/* Received a fire command for the player - go and do it.
1842 */ 1859 */
1860void
1843void fire(object *op,int dir) { 1861fire (object *op, int dir)
1862{
1844 int spellcost=0; 1863 int spellcost = 0;
1845 1864
1846 /* check for loss of invisiblity/hide */ 1865 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1866 if (action_makes_visible (op))
1867 make_visible (op);
1848 1868
1849 switch(op->contr->shoottype) { 1869 switch (op->contr->shoottype)
1870 {
1850 case range_none: 1871 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; 1872 return;
1887 default: 1873
1874 case range_bow:
1875 player_fire_bow (op, dir);
1876 return;
1877
1878 case range_magic: /* Casting spells */
1879 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1880 return;
1881
1882 case range_misc:
1883 fire_misc_object (op, dir);
1884 return;
1885
1886 case range_golem: /* Control summoned monsters from scrolls */
1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1888 {
1889 op->contr->ranges[range_golem] = 0;
1890 op->contr->shoottype = range_none;
1891 }
1892 else
1893 control_golem (op->contr->ranges[range_golem], dir);
1894 return;
1895
1896 case range_skill:
1897 if (!op->chosen_skill)
1898 {
1899 if (op->type == PLAYER)
1900 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901 return;
1902 }
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return;
1905 case range_builder:
1906 apply_map_builder (op, dir);
1907 return;
1908 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1910 return;
1890 } 1911 }
1891} 1912}
1892 1913
1893 1914
1894 1915
1901 * inv is the objects inventory to searched 1922 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1923 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1924 * This function can be called recursively to search containers.
1904 */ 1925 */
1905 1926
1927object *
1906object * find_key(object *pl, object *container, object *door) 1928find_key (object *pl, object *container, object *door)
1907{ 1929{
1908 object *tmp,*key; 1930 object *tmp, *key;
1909 1931
1910 /* Should not happen, but sanity checking is never bad */ 1932 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1933 if (container->inv == NULL)
1934 return NULL;
1912 1935
1913 /* First, lets try to find a key in the top level inventory */ 1936 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1937 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1938 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1939 if (door->type == DOOR && tmp->type == KEY)
1940 break;
1916 /* For sanity, we should really check door type, but other stuff 1941 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1942 * (like containers) can be locked with special keys
1918 */ 1943 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1944 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1945 break;
1921 } 1946 }
1922 /* No key found - lets search inventories now */ 1947 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1948 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1949 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1950 * a key, return
1926 */ 1951 */
1927 if (!tmp) { 1952 if (!tmp)
1953 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1954 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1955 {
1929 /* No reason to search empty containers */ 1956 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1957 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1958 {
1959 if ((key = find_key (pl, tmp, door)) != NULL)
1960 return key;
1961 }
1962 }
1963 if (!tmp)
1964 return NULL;
1932 } 1965 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1966 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1967 * see if we actually want to use it
1938 */ 1968 */
1939 if (pl!=container) { 1969 if (pl != container)
1970 {
1940 /* Only let players use keys in containers */ 1971 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1972 if (!pl->contr)
1973 return NULL;
1942 /* cases where this fails: 1974 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1975 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1976 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1977 * If the container is not active, return now since only active
1946 * containers can be used. 1978 * containers can be used.
1947 * If we only search keyrings and the container does not have 1979 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1980 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1981 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1982 * inv must have been an container and must have been active.
1951 * 1983 *
1952 * Change the color so that the message doesn't disappear with 1984 * Change the color so that the message doesn't disappear with
1953 * all the others. 1985 * all the others.
1954 */ 1986 */
1955 if (pl->contr->usekeys == key_inventory || 1987 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1988 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1989 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1990 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1991 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1992 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1993 return NULL;
1964 } 1994 }
1965 } 1995 }
1966 return tmp; 1996 return tmp;
1967} 1997}
1968 1998
1969/* moved door processing out of move_player_attack. 1999/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2000 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2001 * such that the caller should not do anything more,
1972 * 0 otherwise 2002 * 0 otherwise
1973 */ 2003 */
2004static int
1974static int player_attack_door(object *op, object *door) 2005player_attack_door (object *op, object *door)
1975{ 2006{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2008 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
1980 */ 2010 */
1981 object *key=find_key(op, op, door); 2011 object *key = find_key (op, op, door);
1982 2012
1983 /* IF we found a key, do some extra work */ 2013 /* IF we found a key, do some extra work */
1984 if (key) { 2014 if (key)
2015 {
1985 object *container=key->env; 2016 object *container = key->env;
1986 2017
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2018 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2019 if (action_makes_visible (op))
2020 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2021 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2023 if (door->type == DOOR)
2024 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2025 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2026 }
1993 else if(door->type==LOCKED_DOOR) { 2027 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2028 {
1995 "You open the door with the %s", query_short_name(key)); 2029 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2030 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2031 }
1998 /* Do this after we print the message */ 2032 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2033 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2034 /* Need to update the weight the container the key was in */
2001 if (container != op) 2035 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2036 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2037 return 1; /* Nothing more to do below */
2038 }
2004 } else if (door->type==LOCKED_DOOR) { 2039 else if (door->type == LOCKED_DOOR)
2040 {
2005 /* Might as well return now - no other way to open this */ 2041 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2042 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2043 return 1;
2008 } 2044 }
2009 return 0; 2045 return 0;
2010} 2046}
2011 2047
2012/* This function is just part of a breakup from move_player. 2048/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2017 */ 2053 */
2018 2054void
2019void move_player_attack(object *op, int dir) 2055move_player_attack (object *op, int dir)
2020{ 2056{
2021 object *tmp, *mon; 2057 object *tmp, *mon;
2022 sint16 nx, ny; 2058 sint16 nx, ny;
2023 int on_battleground; 2059 int on_battleground;
2024 mapstruct *m; 2060 maptile *m;
2025 2061
2026 nx=freearr_x[dir]+op->x; 2062 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2063 ny = freearr_y[dir] + op->y;
2028 2064
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2030 2066
2031 /* If braced, or can't move to the square, and it is not out of the 2067 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2068 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2069 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2070 * 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 2071 * 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 2072 * 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 2073 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2074 * move_ob uses.
2039 */ 2075 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2076 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2077 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2078 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2079 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2080 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2081 if (!m)
2044 } 2082 return; /* Don't think this should happen */
2045 else m =op->map; 2083 }
2046 2084 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2085 m = op->map;
2086
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2088 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2090 return;
2050 } 2091 }
2051 2092
2052 mon = NULL; 2093 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2095 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2096 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2097 * on the space
2057 */ 2098 */
2058 while (tmp!=NULL) { 2099 while (tmp)
2100 {
2059 if (tmp == op) { 2101 if (tmp == op)
2060 tmp=tmp->above; 2102 {
2061 continue; 2103 tmp = tmp->above;
2062 } 2104 continue;
2105 }
2106
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2107 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2108 {
2065 break; 2109 mon = tmp;
2066 } 2110 break;
2111 }
2112
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2113 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2114 mon = tmp;
2115
2069 tmp=tmp->above; 2116 tmp = tmp->above;
2070 } 2117 }
2071 2118
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2120 return; /* into a wall */
2074 2121
2075 if(mon->head != NULL) 2122 if (mon->head)
2076 mon = mon->head; 2123 mon = mon->head;
2077 2124
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2126 if (player_attack_door (op, mon))
2127 return;
2080 2128
2081 /* The following deals with possibly attacking peaceful 2129 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2130 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2131 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2132 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2133 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2134 * and thus will not push them.
2087 */ 2135 */
2088 2136
2089 /* If the creature is a pet, push it even if the player is not 2137 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2138 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2139 * player owns it and it is either friendly or unagressive.
2092 */ 2140 */
2093 if ((op->type==PLAYER) 2141 if ((op->type == PLAYER)
2094#if COZY_SERVER 2142#if COZY_SERVER
2095 && 2143 &&
2096 ( 2144 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2145 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2146#else
2102 && get_owner(mon)==op 2147 && mon->owner == op
2103#endif 2148#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2150 {
2106 /* If we're braced, we don't want to switch places with it */ 2151 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2152 if (op->contr->braced)
2153 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2155 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2111 return; 2158 return;
2112 } 2159 }
2113 2160
2114 /* in certain circumstances, you shouldn't attack friendly 2161 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2162 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2163 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2164 * attack them either.
2118 */ 2165 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2169 (op->contr->peaceful
2170 || (mon->type == PLAYER
2171 && mon->contr->
2172 peaceful)) &&
2124#else 2173#else
2125 op->contr->peaceful && 2174 op->contr->peaceful &&
2126#endif 2175#endif
2127 !on_battleground 2176 !on_battleground))
2177 {
2178 if (!op->contr->braced)
2128 )) { 2179 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2181 (void) push_ob (mon, dir, op);
2132 } else { 2182 }
2183 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2185
2186 if (op->contr->tmp_invis || op->hide)
2187 make_visible (op);
2188 }
2189
2138 /* If the object is a boulder or other rollable object, then 2190 /* 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. 2191 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2192 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2193 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2194 {
2142 recursive_roll(mon,dir,op); 2195 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2196 if (action_makes_visible (op))
2144 } 2197 make_visible (op);
2198 }
2145 2199
2146 /* Any generic living creature. Including things like doors. 2200 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2201 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2202 * 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 2203 * 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. 2204 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2205 */
2152 2206
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2208 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2209 {
2156 2210
2157 /* If the player hasn't hit something this tick, and does 2211 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2212 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2213 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2214 * incurred a 1 tick offset.
2161 */ 2215 */
2162 if (!op->contr->has_hit) { 2216 if (!op->contr->has_hit)
2217 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2219
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2221 }
2167 2222
2168 skill_attack(mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2169 2224
2170 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2228 * the wiz.
2174 */ 2229 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2231 {
2177 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2233
2178 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2181 } 2237 }
2182 if(action_makes_visible(op)) make_visible(op); 2238
2183 } 2239 if (action_makes_visible (op))
2240 make_visible (op);
2241 }
2184 } /* if player should attack something */ 2242 } /* if player should attack something */
2185} 2243}
2186 2244
2245int
2187int move_player(object *op,int dir) { 2246move_player (object *op, int dir)
2247{
2188 int pick; 2248 int pick;
2189 2249
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2250 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; 2251 return 0;
2252
2253 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9))
2255 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0;
2258 }
2259
2260 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2263
2264 op->facing = dir;
2265
2266 if (op->hide)
2267 do_hidden_move (op);
2268
2269 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2270 /*nop */ ;
2271 else if (op->contr->fire_on)
2272 fire (op, dir);
2273 else
2274 {
2275 move_player_attack (op, dir);
2276 pick = check_pick (op);
2277 }
2278
2279 /* Add special check for newcs players and fire on - this way, the
2280 * server can handle repeat firing.
2281 */
2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2283 op->direction = dir;
2284 else
2285 op->direction = 0;
2286
2287 /* Update how the player looks. Use the facing, so direction may
2288 * get reset to zero. This allows for full animation capabilities
2289 * for players.
2290 */
2291 animate_object (op, op->facing);
2292 return 0;
2229} 2293}
2230 2294
2231/* This is similar to handle_player, below, but is only used by the 2295/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2296 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2297 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2298 * the new speed values for commands.
2235 * 2299 *
2236 * Returns true if there are more actions we can do. 2300 * Returns true if there are more actions we can do.
2237 */ 2301 */
2302int
2238int handle_newcs_player(object *op) 2303handle_newcs_player (object *op)
2239{ 2304{
2240 if (op->contr->hidden) { 2305 if (op->contr->hidden)
2306 {
2241 op->invisible = 1000; 2307 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2308 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2309 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2310 * alternate it here for it to work correctly.
2245 */ 2311 */
2246 if (pticks & 2) op->invisible--; 2312 if (pticks & 2)
2313 op->invisible--;
2247 } 2314 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2315 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2316 {
2249 op->invisible--; 2317 op->invisible--;
2250 if(!op->invisible) { 2318 if (!op->invisible)
2319 {
2251 make_visible(op); 2320 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2321 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2322 }
2254 } 2323 }
2255 2324
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2257 flee_player(op); 2327 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2328 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2329 if (QUERY_FLAG (op, FLAG_SCARED))
2330 {
2260 op->speed_left--; 2331 op->speed_left--;
2261 return 0; 2332 return 0;
2262 } 2333 }
2263 } 2334 }
2264 2335
2265 /* I've been seeing crashes where the golem has been destroyed, but 2336 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2337 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2338 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2339 * put this in a a workaround to clean up the golem pointer.
2269 */ 2340 */
2270 if (op->contr->ranges[range_golem] && 2341 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; 2342 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2343
2277 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2346 * called, so we recheck it here.
2280 */ 2347 */
2281 HandleClient(&op->contr->socket, op->contr); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2349 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 } 2350 ;
2351
2352 if (op->speed_left < 0)
2296 return 0; 2353 return 0;
2297}
2298 2354
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 {
2357 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--;
2359
2360 /* Instead of all the stuff below, let move_player take care
2361 * of it. Also, some of the skill stuff is only put in
2362 * there, as well as the confusion stuff.
2363 */
2364 move_player (op, op->direction);
2365 if (op->speed_left > 0)
2366 return 1;
2367 else
2368 return 0;
2369 }
2370
2371 return 0;
2372}
2373
2374int
2299int save_life(object *op) { 2375save_life (object *op)
2300 object *tmp; 2376{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2377 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; 2378 return 0;
2379
2380 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2381 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2382 {
2383 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2384 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2385
2386 if (op->contr)
2387 esrv_del_item (op->contr, tmp->count);
2388
2389 tmp->destroy ();
2390 CLEAR_FLAG (op, FLAG_LIFESAVE);
2391
2392 if (op->stats.hp < 0)
2393 op->stats.hp = op->stats.maxhp;
2394
2395 if (op->stats.food < 0)
2396 op->stats.food = 999;
2397
2398 op->update_stats ();
2399 return 1;
2400 }
2401
2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2404 enter_player_savebed (op); /* bring him home. */
2405 return 0;
2327} 2406}
2328 2407
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2408/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2409 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2410 * function will descend into containers. op is the object to start the search
2332 * from. 2411 * from.
2333 */ 2412 */
2413void
2334void remove_unpaid_objects(object *op, object *env) 2414remove_unpaid_objects (object *op, object *env)
2335{ 2415{
2336 object *next; 2416 object *next;
2337 2417
2338 while (op) { 2418 while (op)
2419 {
2339 next=op->below; /* Make sure we have a good value, in case 2420 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2421 * we remove object 'op'
2341 */ 2422 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2423 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2424 {
2425 op->remove ();
2344 op->x = env->x; 2426 op->x = env->x;
2345 op->y = env->y; 2427 op->y = env->y;
2346 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2430 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2431 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2432 else if (op->inv)
2351 op=next; 2433 remove_unpaid_objects (op->inv, env);
2352 }
2353}
2354 2434
2435 op = next;
2436 }
2437}
2355 2438
2356/* 2439/*
2357 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2443 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2444 * but there isn't one in the server directory.
2362 */ 2445 */
2446char *
2363char *gravestone_text (object *op) 2447gravestone_text (object *op)
2364{ 2448{
2365 static char buf2[MAX_BUF]; 2449 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2450 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2451 time_t now = time (NULL);
2368 2452
2369 strcpy (buf2, " R.I.P.\n\n"); 2453 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2455 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2456 else
2373 sprintf (buf, "%s\n", op->name); 2457 sprintf (buf, "%s\n", &op->name);
2458
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2459 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2460 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2461 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2462 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2463 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2464 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2466 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2467 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2468 if (op->type == PLAYER)
2469 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2470 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2471 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2472 strcat (buf2, buf);
2386 } 2473 }
2474
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2475 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2477 strcat (buf2, buf);
2478
2390 return buf2; 2479 return buf2;
2391} 2480}
2392 2481
2393 2482void
2394
2395void do_some_living(object *op) { 2483do_some_living (object *op)
2484{
2396 int last_food=op->stats.food; 2485 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2486 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2487 int over_hp, over_sp, over_grace;
2399 int i; 2488 int i;
2400 int rate_hp = 1200; 2489 int rate_hp = 1200;
2401 int rate_sp = 2500; 2490 int rate_sp = 2500;
2402 int rate_grace = 2000; 2491 int rate_grace = 2000;
2403 const int max_hp = 1; 2492 const int max_hp = 1;
2404 const int max_sp = 1; 2493 const int max_sp = 1;
2405 const int max_grace = 1; 2494 const int max_grace = 1;
2406 2495
2407 if (op->contr->outputs_sync) { 2496 if (op->contr->outputs_sync)
2497 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2498 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2499 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2501 }
2413 2502
2414 if(op->contr->state==ST_PLAYING) { 2503 if (op->contr->ns->state == ST_PLAYING)
2415 2504 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2507 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2509 else
2510 {
2421 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2513 }
2514
2424 if(op->contr->gen_sp >= 0 ) 2515 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2517 else
2518 {
2427 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2521 }
2522
2430 if(op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2525 else
2526 {
2433 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2528 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2529 }
2436 2530
2437 /* Regenerate Spell Points */ 2531 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2532 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2533 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2534 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2535 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2536 {
2537 op->stats.sp++;
2442 /* dms do not consume food */ 2538 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2540 {
2541 op->stats.food--;
2445 if(op->contr->digestion<0) 2542 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2544 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; 2545 op->stats.food = last_food;
2546 }
2547 }
2548
2549 if (max_sp > 1)
2550 {
2551 over_sp = (gen_sp + 10) / rate_sp;
2552 if (over_sp > 0)
2553 {
2554 if (op->stats.sp < op->stats.maxsp)
2555 {
2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2559 op->stats.sp--;
2560
2561 if (op->stats.sp > op->stats.maxsp)
2562 op->stats.sp = op->stats.maxsp;
2563 }
2564 op->last_sp = 0;
2565 }
2566 else
2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2571 }
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 2572
2471 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2575 if (--op->last_grace < 0)
2576 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2579
2580 if (max_grace > 1)
2581 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2583 if (over_grace > 0)
2479 op->stats.sp += over_grace 2584 {
2585 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; 2586 + (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; 2587 op->last_grace = 0;
2482 } else { 2588 }
2589 else
2590 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2592 }
2485 } else { 2593 }
2594 else
2595 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2596 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2597 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2598 /* wearing stuff doesn't detract from grace generation. */
2489 } 2599 }
2490 2600
2491 /* Regenerate Hit Points */ 2601 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2602 if (--op->last_heal < 0)
2603 {
2493 if(op->stats.hp<op->stats.maxhp) { 2604 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2605 {
2606 op->stats.hp++;
2495 /* dms do not consume food */ 2607 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2609 {
2610 op->stats.food--;
2498 if(op->contr->digestion<0) 2611 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2613 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; 2614 op->stats.food = last_food;
2615 }
2616 }
2617
2618 if (max_hp > 1)
2619 {
2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2621 if (over_hp > 0)
2622 {
2623 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2624 op->last_heal = 0;
2625 }
2626 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 }
2630 }
2631 else
2632 {
2633 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 }
2503 } 2635 }
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 2636
2519 /* Digestion */ 2637 /* Digestion */
2520 if(--op->last_eat<0) { 2638 if (--op->last_eat < 0)
2639 {
2521#ifdef COZY_SERVER 2640#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2641 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2642 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2643#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2644 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2645#endif
2529 2646
2530 if(op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2649 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2534 /* dms do not consume food */ 2652 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2654 op->stats.food--;
2537 } 2655 }
2538 2656
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2658 {
2659 object *tmp, *flesh = 0;
2541 2660
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2662 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2664 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2668 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2670 break;
2549 } 2671 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2672 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2673 flesh = tmp;
2552 } /* end of for loop */ 2674 } /* End if paid for object */
2675 } /* end of for loop */
2676
2553 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2678 * eat flesh instead.
2555 */ 2679 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2681 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2683 manual_apply (op, flesh, 0);
2559 } 2684 }
2560 } /* end if player is starving */ 2685 }
2561 2686
2562 while(op->stats.food<0&&op->stats.hp>0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2564 2689
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2691 kill_player (op);
2692 }
2567} 2693}
2568
2569
2570 2694
2571/* If the player should die (lack of hp, food, etc), we call this. 2695/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2696 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2697 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2698 * file.
2575 */ 2699 */
2700void
2576void kill_player(object *op) 2701kill_player (object *op)
2577{ 2702{
2578 char buf[MAX_BUF]; 2703 char buf[MAX_BUF];
2579 int x,y,i; 2704 int x, y;
2705
2706 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2707 maptile *map; /* this is for resurrection */
2708
2581 int z; 2709 /* int z;
2582 int num_stats_lose; 2710 int num_stats_lose;
2583 int lost_a_stat; 2711 int lost_a_stat;
2584 int lose_this_stat; 2712 int lose_this_stat;
2585 int this_stat; 2713 int this_stat; */
2586 int will_kill_again; 2714 int will_kill_again;
2587 archetype *at; 2715 archetype *at;
2588 object *tmp; 2716 object *tmp;
2589 2717
2590 if(save_life(op)) 2718 if (save_life (op))
2591 return; 2719 return;
2592 2720
2593 2721
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2722 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2723 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2724 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2725 */
2598 if (op_on_battleground(op, &x, &y)) { 2726 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2727 {
2600 "You have been defeated in combat!"); 2728 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, 2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2730
2603
2604 /* restore player */ 2731 /* restore player */
2605 at = find_archetype("poisoning"); 2732 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2733 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2734 if (tmp)
2608 remove_ob(tmp); 2735 {
2609 free_object(tmp); 2736 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2738 }
2612 2739
2613 at = find_archetype("confusion"); 2740 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2741 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2742 if (tmp)
2616 remove_ob(tmp); 2743 {
2617 free_object(tmp); 2744 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2746 }
2620 2747
2621 cure_disease(op,0); /* remove any disease */ 2748 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2750 if (op->stats.food <= 0)
2624 2751 op->stats.food = 999;
2752
2625 /* create a bodypart-trophy to make the winner happy */ 2753 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2754 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2755 if (tmp != NULL)
2628 { 2756 {
2629 sprintf(buf,"%s's finger",op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2758 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2762 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2765 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2766 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2767 }
2768
2642 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2771 op->contr->braced = 0;
2645 return; 2772 return;
2646 } 2773 }
2647 2774
2648 INVOKE_PLAYER (DEATH, op->contr); 2775 INVOKE_PLAYER (DEATH, op->contr);
2649 2776
2650 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2651 2778
2652 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2653 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2785 op->stats.food = 999;
2657 return; 2786 return;
2658 } 2787 }
2659 sprintf(buf,"%s starved to death.",op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2661 } 2792 {
2662 else {
2663 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2667 return; 2798 return;
2668 } 2799 }
2669 sprintf(buf,"%s died.",op->name); 2800 sprintf (buf, "%s died.", &op->name);
2670 } 2801 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2803
2673 /* save the map location for corpse, gravestone*/ 2804 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2805 x = op->x;
2806 y = op->y;
2807 map = op->map;
2675 2808
2676 2809
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
2681 */ 2813 */
2682 2814
2683 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2817 * of death.
2686 */ 2818 */
2687#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2689 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2824 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2827 little bit harder. */
2695 /* GD */ 2828 /* GD */
2696 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2830 num_stats_lose = 1;
2698 else 2831 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2833 }
2834 else
2835 {
2701 num_stats_lose = 1; 2836 num_stats_lose = 1;
2702 } 2837 }
2703 lost_a_stat = 0; 2838 lost_a_stat = 0;
2704 2839
2705 for (z=0; z<num_stats_lose; z++) { 2840 for (z = 0; z < num_stats_lose; z++)
2841 {
2706 i = RANDOM() % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
2707 2843
2708 if (settings.stat_loss_on_death) { 2844 if (settings.stat_loss_on_death)
2845 {
2709 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2847 * what he lost.
2711 */ 2848 */
2712 change_attr_value(&(op->stats), i,-1); 2849 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2850 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2854 lost_a_stat = 1;
2718 } else { 2855 }
2856 else
2857 {
2719 /* deplete a stat */ 2858 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2859 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2722 2864 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2865 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2866 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 2867 }
2756 if (lose_this_stat) { 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
2870 {
2871 /* GD */
2872 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2873 this_stat = get_attr_value (&(dep->stats), i);
2874 if (this_stat < 0)
2875 {
2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2877 int keep_chance = this_stat * this_stat;
2878
2879 /* Yes, I am paranoid. Sue me. */
2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2885 {
2886 lose_this_stat = 0;
2887 /* Take loss chance vs keep chance to see if we
2888 retain the stat. */
2889 }
2890 else
2891 {
2892 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
2897 }
2898 }
2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2904 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2905 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2906 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2907 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2908 * difference.
2763 */ 2909 */
2764 if (this_stat>=-50) { 2910 if (this_stat >= -50)
2911 {
2765 change_attr_value(&(dep->stats), i, -1); 2912 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2913 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2915 op->update_stats ();
2769 lost_a_stat = 1; 2916 lost_a_stat = 1;
2770 } 2917 }
2771 } 2918 }
2919 }
2772 } 2920 }
2773 }
2774 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2922 if (!lost_a_stat)
2776 { 2923 {
2777 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2925 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2926 const char *god = determine_god (op);
2927
2780 if (god && (strcmp(god, "none"))) 2928 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2929 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2930 else
2783 " you.", god); 2931 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 } 2932 }
2933#else
2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2935#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 2936
2792 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2938 * exp loss on the stone.
2794 */ 2939 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2942 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2944 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2945 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2946 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; 2947 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2949
2809 /**************************************/ 2950 /**************************************/
2810 /* */ 2951 /* */
2811 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
2814 /* */ 2955 /* */
2815 /**************************************/ 2956 /**************************************/
2816 2957
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2958 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2959 /* restore player */
2819 at = find_archetype("poisoning"); 2960 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2961 tmp = present_arch_in_ob (at, op);
2962
2821 if (tmp) { 2963 if (tmp)
2822 remove_ob(tmp); 2964 {
2823 free_object(tmp); 2965 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2967 }
2826 2968
2827 at = find_archetype("confusion"); 2969 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2970 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2971 if (tmp)
2830 remove_ob(tmp); 2972 {
2831 free_object(tmp); 2973 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2975 }
2976
2834 cure_disease(op,0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
2835 2978
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2980 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2981 if (op->stats.food < 100)
2982 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2986
2843 /* 2987 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2988 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2989 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2990 * in the map.
2847 */ 2991 */
2848 2992
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2993 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2995
2857 /****************************************/ 2996 /****************************************/
2858 /* */ 2997 /* */
2859 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
2861 /* */ 3000 /* */
2862 /****************************************/ 3001 /****************************************/
2863 3002
2864 enter_player_savebed(op); 3003 enter_player_savebed (op);
2865 3004
2866 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3006 * chance of abuse.
2868 */ 3007 */
2869 op->contr->braced=0; 3008 op->contr->braced = 0;
2870 save_player(op,1); 3009 op->contr->save ();
2871 3010
2872 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3014 * on the space that might harm the player.
2876 */ 3015 */
2877 will_kill_again=0; 3016 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
2881 } 3020
2882 if (will_kill_again) { 3021 if (will_kill_again)
3022 {
2883 object *force; 3023 object *force;
2884 int at; 3024 int at;
2885 3025
2886 force=get_archetype(FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3028 force->speed = 0.1;
2889 force->speed_left=-5.0; 3029 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3031 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3033 force->resist[at] = 100;
2894 } 3034
2895 insert_ob_in_ob(force, op); 3035 insert_ob_in_ob (force, op);
2896 fix_player(op); 3036 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3037
3038 }
3039
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3040 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} 3041}
2972 3042
2973 3043void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3044loot_object (object *op)
3045{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3046 object *tmp, *tmp2, *next;
2976 3047
3048 if (op->container)
2977 if (op->container) { /* close open sack first */ 3049 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3050
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3051 for (tmp = op->inv; tmp; tmp = next)
3052 {
2982 next=tmp->below; 3053 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3054
2984 remove_ob(tmp); 3055 if (tmp->invisible)
3056 continue;
3057
3058 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3059 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3060 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3061 { /* empty container to ground */
2988 } 3062 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3063 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3065 {
2991 if(tmp->nrof>1) { 3066 if (tmp->nrof > 1)
3067 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3069 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3071 }
3072 else
3073 tmp->destroy ();
3074 }
2995 } else 3075 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3076 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3077 }
3000} 3078}
3001 3079
3002/* 3080/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3081 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3082 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3083 * was changed.
3006 */ 3084 */
3007 3085
3086void
3008void fix_weight(void) { 3087fix_weight (void)
3009 player *pl; 3088{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3089 for_all_players (pl)
3090 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3092
3012 if(old == sum) 3093 if (old == sum)
3013 continue; 3094 continue;
3014 fix_player(pl->ob); 3095 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3097 }
3018} 3098}
3019 3099
3100void
3020void fix_luck(void) { 3101fix_luck (void)
3021 player *pl; 3102{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3103 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3105 pl->ob->change_luck (0);
3025} 3106}
3026
3027 3107
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3031 */ 3111 */
3032
3033void 3112void
3034cast_dust (object * op, object * throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3035{ 3114{
3036 object *skop, *spob; 3115 object *skop, *spob;
3037 3116
3038 skop = find_skill_by_name (op, throw_ob->skill); 3117 skop = find_skill_by_name (op, throw_ob->skill);
3039 3118
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3119 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3120 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3121 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3122 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3123 return;
3046 } 3124 }
3047 3125
3048 spob = throw_ob->inv; 3126 spob = throw_ob->inv;
3049 3127
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3128 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3129 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3130 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3131 if (!spob)
3054 { 3132 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3133 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3134 return;
3058 } 3135 }
3059 3136
3060 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3138 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3139
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3140 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3141
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3142 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3143}
3069 3144
3145void
3070void make_visible (object *op) { 3146make_visible (object *op)
3147{
3071 op->hide = 0; 3148 op->hide = 0;
3072 op->invisible = 0; 3149 op->invisible = 0;
3073 if(op->type==PLAYER) { 3150 if (op->type == PLAYER)
3151 {
3074 op->contr->tmp_invis = 0; 3152 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3153 op->contr->invis_race = 0;
3076 } 3154 }
3077 update_object(op,UP_OBJ_FACE); 3155 update_object (op, UP_OBJ_FACE);
3078} 3156}
3079 3157
3158int
3080int is_true_undead(object *op) { 3159is_true_undead (object *op)
3160{
3081 object *tmp=NULL; 3161 object *tmp = NULL;
3082 3162
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164 return 1;
3084 3165
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; 3166 return 0;
3090} 3167}
3091 3168
3092/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3171 * indicate greater hideability.
3095 */ 3172 */
3096 3173
3174int
3097int hideability(object *ob) { 3175hideability (object *ob)
3176{
3098 int i,level=0, mflag; 3177 int i, level = 0, mflag;
3099 sint16 x,y; 3178 sint16 x, y;
3100 3179
3101 if(!ob||!ob->map) return 0; 3180 if (!ob || !ob->map)
3181 return 0;
3102 3182
3103 /* so, on normal lighted maps, its hard to hide */ 3183 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3184 level = ob->map->darkness - 2;
3105 3185
3106 /* this also picks up whether the object is glowing. 3186 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3187 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3188 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3189 if (has_carried_lights (ob))
3190 level = -(10 + (2 * ob->map->darkness));
3110 3191
3111 /* scan through all nearby squares for terrain to hide in */ 3192 /* 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]) { 3193 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3194 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3195 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3196 if (mflag & P_OUT_OF_MAP)
3197 {
3198 continue;
3199 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3200 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3201 level += 2;
3117 else /* open terrain! */ 3202 else /* open terrain! */
3118 level -= 1; 3203 level -= 1;
3119 } 3204 }
3120 3205
3121#if 0 3206#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3207 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3208#endif
3124 return level; 3209 return level;
3125} 3210}
3126 3211
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3212/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3213 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3214 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3215 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3216 */
3132 3217
3218void
3133void do_hidden_move (object *op) { 3219do_hidden_move (object *op)
3220{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3221 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3222 object *skop;
3136 3223
3137 if(!op || !op->map) return; 3224 if (!op || !op->map)
3225 return;
3138 3226
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3227 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3228
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3229 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3230 if (op->type == PLAYER && op->contr->run_on)
3231 {
3143 if(!skop || num >= skop->level) { 3232 if (!skop || num >= skop->level)
3233 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3234 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3235 make_visible (op);
3146 return; 3236 return;
3147 } else num += 20; 3237 }
3238 else
3239 num += 20;
3148 } 3240 }
3149 num += op->map->difficulty; 3241 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3242 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3243 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 {
3153 make_visible(op); 3246 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3247 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3248 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3249 }
3157 else if (op->type == PLAYER && skop) { 3250 else if (op->type == PLAYER && skop)
3251 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3252 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3253 }
3160} 3254}
3161 3255
3162/* determine if who is standing near a hostile creature. */ 3256/* determine if who is standing near a hostile creature. */
3163 3257
3258int
3164int stand_near_hostile( object *who ) { 3259stand_near_hostile (object *who)
3260{
3165 object *tmp=NULL; 3261 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3262 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3263 maptile *m;
3168 sint16 x,y; 3264 sint16 x, y;
3169 3265
3170 if(!who) return 0; 3266 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; 3267 return 0;
3268
3269 if (who->type == PLAYER)
3270 player = 1;
3271
3272 else
3273 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3274
3275 /* search adjacent squares */
3276 for (i = 1; i < 9; i++)
3277 {
3278 x = who->x + freearr_x[i];
3279 y = who->y + freearr_y[i];
3280 m = who->map;
3281 mflags = get_map_flags (m, &m, x, y, &x, &y);
3282 /* space must be blocked if there is a monster. If not
3283 * blocked, don't need to check this space.
3284 */
3285 if (mflags & P_OUT_OF_MAP)
3286 continue;
3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3288 continue;
3289
3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3291 {
3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3293 return 1;
3294 else if (tmp->type == PLAYER)
3295 {
3296 /*don't let a hidden DM prevent you from hiding */
3297 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3298 return 1;
3299 }
3300 }
3301 }
3302 return 0;
3200} 3303}
3201 3304
3202/* check the player los field for viewability of the 3305/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3306 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3307 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3314 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3315 * -b.t.
3213 * This function is now map tiling safe. 3316 * This function is now map tiling safe.
3214 */ 3317 */
3215 3318
3319int
3216int player_can_view (object *pl,object *op) { 3320player_can_view (object *pl, object *op)
3321{
3217 rv_vector rv; 3322 rv_vector rv;
3218 int dx,dy; 3323 int dx, dy;
3219 3324
3220 if(pl->type!=PLAYER) { 3325 if (pl->type != PLAYER)
3326 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3327 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; 3328 return -1;
3247 op = op->more;
3248 } 3329 }
3330 if (!pl || !op)
3249 return 0; 3331 return 0;
3332
3333 if (op->head)
3334 {
3335 op = op->head;
3336 }
3337 get_rangevector (pl, op, &rv, 0x1);
3338
3339 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any
3341 * part that is in the los array but isnt on
3342 * a blocked los square.
3343 * we use the archetype to figure out offsets.
3344 */
3345 while (op)
3346 {
3347 dx = rv.distance_x + op->arch->clone.x;
3348 dy = rv.distance_y + op->arch->clone.y;
3349
3350 /* only the viewable area the player sees is updated by LOS
3351 * code, so we need to restrict ourselves to that range of values
3352 * for any meaningful values.
3353 */
3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3357 return 1;
3358 op = op->more;
3359 }
3360 return 0;
3250} 3361}
3251 3362
3252/* routine for both players and monsters. We call this when 3363/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3364 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3365 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3366 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3367 * return 0.
3257 */ 3368 */
3369int
3258int action_makes_visible (object *op) { 3370action_makes_visible (object *op)
3371{
3259 3372
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3373 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3374 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3375 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3376 return 0;
3263 3377
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3378 if (op->contr && op->contr->tmp_invis == 0)
3379 return 0;
3265 3380
3266 /* If monsters, they should become visible */ 3381 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3382 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3383 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3384 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3385 return 1;
3270 } 3386 }
3271 } 3387 }
3272 return 0; 3388 return 0;
3273} 3389}
3274 3390
3275/* op_on_battleground - checks if the given object op (usually 3391/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3392 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3393 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3394 * -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 3395 * 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 3396 * 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 3397 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3398 */
3399int
3283int op_on_battleground (object *op, int *x, int *y) { 3400op_on_battleground (object *op, int *x, int *y)
3401{
3284 object *tmp; 3402 object *tmp;
3285 3403
3286 /* A battleground-tile needs the following attributes to be valid: 3404 /* 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), 3405 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3406 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3407 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3408 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3409 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3410 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3411 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3412 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3413 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3415 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3416 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3417 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3418 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3419 {
3299 object *invtmp; 3420 object *invtmp;
3421
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3422 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3423 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3424 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3425 {
3426 if (x != NULL && y != NULL)
3427 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3428 return 1;
3429 }
3430 }
3431 }
3303 if (x != NULL && y != NULL) 3432 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3433 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3434 return 1;
3306 } 3435 }
3307 } 3436 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3437 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3438 /* If we got here, did not find a battleground */
3316 return 0; 3439 return 0;
3317} 3440}
3318 3441
3319/* 3442/*
3323 * attributes: 3446 * attributes:
3324 * object *who the dragon player 3447 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3448 * int atnr the attack-number of the ability focus
3326 * int level ability level 3449 * int level ability level
3327 */ 3450 */
3451void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3452dragon_ability_gain (object *who, int atnr, int level)
3453{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3454 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3455 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3456 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3457 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3458 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3459 int i = 0, j = 0;
3335 3460
3336 /* get the appropriate treasurelist */ 3461 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3462 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3463 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3464 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3465 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3466 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3467 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3468 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3469 trlist = find_treasurelist ("dragon_ability_poison");
3345 3470
3346 if (trlist == NULL || who->type != PLAYER) 3471 if (trlist == NULL || who->type != PLAYER)
3347 return; 3472 return;
3348 3473
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3474 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3475
3351
3352 if (tr == NULL || tr->item == NULL) { 3476 if (tr == NULL || tr->item == NULL)
3477 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3478 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3479 return;
3355 } 3480 }
3356 3481
3357 /* everything seems okay - now bring on the gift: */ 3482 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3483 item = &(tr->item->clone);
3359 3484
3360 if (item->type == SPELL) { 3485 if (item->type == SPELL)
3486 {
3361 if (check_spell_known (who, item->name)) 3487 if (check_spell_known (who, item->name))
3362 return; 3488 return;
3363 3489
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3490 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3491 do_learn_spell (who, item, 0);
3366 return; 3492 return;
3367 } 3493 }
3368 3494
3369 /* grant direct spell */ 3495 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3496 if (item->type == SPELLBOOK)
3497 {
3371 if (!item->inv) { 3498 if (!item->inv)
3499 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3500 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3501 return;
3375 } 3502 }
3376 if (check_spell_known (who, item->inv->name)) 3503 if (check_spell_known (who, item->inv->name))
3377 return; 3504 return;
3378 if (item->invisible) { 3505 if (item->invisible)
3506 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3507 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3508 do_learn_spell (who, item->inv, 0);
3381 return; 3509 return;
3382 } 3510 }
3383 } 3511 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3512 else if (item->type == SKILL_TOOL && item->invisible)
3513 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3514 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3515 {
3386 3516
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3517 /* 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 3518 * 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, 3519 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3520 * but not all of them, he gets nothing.
3391 */ 3521 */
3392 if (!(skop->attacktype & item->attacktype)) { 3522 if (!(skop->attacktype & item->attacktype))
3523 {
3393 /* Give new attacktype */ 3524 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3525 skop->attacktype |= item->attacktype;
3395 3526
3396 /* always add physical if there's none */ 3527 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3528 skop->attacktype |= AT_PHYSICAL;
3398 3529
3399 if (item->msg != NULL) 3530 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3531 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3532
3402 /* Give player new face */ 3533 /* Give player new face */
3403 if (item->animation_id) { 3534 if (item->animation_id)
3535 {
3404 who->face = skop->face; 3536 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3537 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3538 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3539 who->last_anim = 0;
3408 who->state = 0; 3540 who->state = 0;
3409 animate_object(who, who->direction); 3541 animate_object (who, who->direction);
3410 } 3542 }
3543 }
3544 }
3411 } 3545 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3546 else if (item->type == FORCE)
3547 {
3415 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3549 object *skin;
3550
3417 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3552 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3554 ;
3421 3555
3556 if (!skin)
3557 return;
3558
3422 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3561 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3562 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3563
3426 /* print message */ 3564 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3565 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3566 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3567 {
3430 if (j) 3568 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3569 {
3432 else 3570 if (j)
3433 j = 1; 3571 strcat (buf, " and ");
3572 else
3573 j = 1;
3434 strcat(buf, spellpathnames[i]); 3574 strcat (buf, spellpathnames[i]);
3435 } 3575 }
3436 } 3576 }
3437 strcat(buf,"."); 3577 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3578 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3579 }
3440 3580
3441 /* evtl. adding flags: */ 3581 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3582 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3583 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3584 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3585 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3586 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3587 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3588
3449 /* print message if there is one */ 3589 /* print message if there is one */
3450 if (item->msg != NULL) 3590 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3591 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3592 }
3593 else
3452 } 3594 {
3453 else {
3454 /* generate misc. treasure */ 3595 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3596 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3597 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3598 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3600 esrv_send_item (who, tmp);
3460 } 3601 }
3461} 3602}
3462 3603
3463/** 3604/**
3464 * Unready an object for a player. This function does nothing if the object was 3605 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3606 * not readied.
3466 */ 3607 */
3608void
3467void player_unready_range_ob(player *pl, object *ob) { 3609player_unready_range_ob (player *pl, object *ob)
3610{
3468 rangetype i; 3611 rangetype i;
3469 3612
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614 {
3471 if (pl->ranges[i] == ob) { 3615 if (pl->ranges[i] == ob)
3616 {
3472 pl->ranges[i] = NULL; 3617 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3618 if (pl->shoottype == i)
3619 {
3474 pl->shoottype = range_none; 3620 pl->shoottype = range_none;
3475 } 3621 }
3476 } 3622 }
3477 } 3623 }
3478} 3624}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines