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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.71 by root, Wed Dec 27 09:28:02 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 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299}
300
301 158
302/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
303static void set_first_map(object *op) 161set_first_map (object *op)
304{ 162{
305 strcpy(op->contr->maplevel, first_map_path); 163 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 164 op->x = -1;
307 op->y = -1; 165 op->y = -1;
308 enter_exit(op, NULL); 166 enter_exit (op, 0);
309} 167}
310 168
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 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314}
315
316void
317player::do_destroy ()
318{
319 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
311/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
313 * mode. 371 * mode.
314 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
315 377
316int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 379
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; 380 return pl;
339} 381}
340 382
341/* 383/*
342 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 386 * Note: there MUST be at least one player archetype!
345 */ 387 */
388archetype *
346archetype *get_player_archetype(archetype* at) 389get_player_archetype (archetype *at)
347{ 390{
348 archetype *start = at; 391 archetype *start = at;
392
349 for (;;) { 393 for (;;)
394 {
350 if (at==NULL || at->next==NULL) 395 if (at == NULL || at->next == NULL)
351 at=first_archetype; 396 at = first_archetype;
352 else 397 else
353 at=at->next; 398 at = at->next;
399
354 if(at->clone.type==PLAYER) 400 if (at->clone.type == PLAYER)
355 return at; 401 return at;
402
356 if (at == start) { 403 if (at == start)
404 {
357 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 406 exit (-1);
359 } 407 }
360 } 408 }
361} 409}
362 410
363 411object *
364object *get_nearest_player(object *mon) { 412get_nearest_player (object *mon)
413{
365 object *op = NULL; 414 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 415 objectlink *ol;
368 unsigned lastdist; 416 unsigned lastdist;
369 rv_vector rv; 417 rv_vector rv;
370 418
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
420 {
372 /* We should not find free objects on this friendly list, but it 421 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 422 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 423 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 424 * list is also free, so encapsulate this in a while loop.
376 */ 425 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
378 object *tmp=ol->ob; 428 object *tmp = ol->ob;
379 429
380 /* Can't do much more other than log the fact, because the object 430 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 431 * itself will have been cleared.
382 */ 432 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 434 ol = ol->next;
385 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
386 if (!ol) return op; 436 if (!ol)
387 } 437 return op;
438 }
388 439
389 /* Remove special check for player from this. First, it looks to cause 440 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 442 * 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 443 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
395 */ 446 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 448 continue;
398 449
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) { 450 if (lastdist > rv.distance)
408 op=pl->ob; 451 {
452 op = ol->ob;
409 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
410 } 455 }
411 } 456
412 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
413#if 0 465#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 467#endif
416 return op; 468 return op;
417} 469}
418 470
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 472 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 489 * is probably not a good thing.
438 */ 490 */
439#define MAX_SPACES 50 491#define MAX_SPACES 50
440
441 492
442/* 493/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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. 509 * 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, 510 * 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 511 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 512 * is blocking itself.
462 */ 513 */
514int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
464 rv_vector rv; 517 rv_vector rv;
465 sint16 x,y; 518 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
468 521
469 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
470 523
471 if (rv.distance<mindiff) return 0; 524 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; 525 return 0;
724}
725 526
726void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
727 543
728 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 545 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}
732 546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist * items)
647{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
686 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737}
738
739void
733void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
734 if (party == NULL) { 742 if (party == NULL)
743 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 745 return;
737 } 746 }
747
738 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 752}
743
744 753
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
746int roll_stat(void) { 756roll_stat (void)
757{
747 int a[4],i,j,k; 758 int a[4], i, j, k;
748 759
749 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) RANDOM () % 6 + 1;
751 762
752 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 764 if (a[i] < k)
754 k=a[i],j=i; 765 k = a[i], j = i;
755 766
756 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 768 if (i != j)
758 k+=a[i]; 769 k += a[i];
759 } 770
760 return k; 771 return k;
761} 772}
762 773
763void roll_stats(object *op) { 774void
764 int sum=0; 775object::roll_stats ()
765 int i = 0, j = 0; 776{
766 int statsort[7]; 777 int statsort [7];
767 778
779 for (;;)
768 do { 780 {
769 op->stats.Str=roll_stat(); 781 int sum = 0;
770 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 783 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);
780 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
781 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 790 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;
789 791
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]; 792 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
809 799
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; 800 stats.exp = 0;
821 op->stats.ac=0; 801 stats.ac = 0;
822 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
823 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
826 812
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; 813 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 } 814 }
815}
920 816
921#if 0 817void
922 /* So that enter_exit will put us at startx/starty */ 818object::swap_stats (int a, int b)
923 op->x= -1; 819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
924 823
925 enter_exit(op,NULL); 824 stats.Str = contr->orig_stats.Str;
926#endif 825 stats.Dex = contr->orig_stats.Dex;
927 SET_ANIMATION(op, 2); /* So player faces south */ 826 stats.Con = contr->orig_stats.Con;
928 /* Enter exit adds a player otherwise */ 827 stats.Int = contr->orig_stats.Int;
929 add_statbonus(op); 828 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"); 829 stats.Pow = contr->orig_stats.Pow;
931 op->contr->state = ST_CHANGE_CLASS; 830 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;
941 831
942 case 'q': 832 //TODO: the following code looks so borked and should, at the very least,
943 case 'Q': 833 // be merged with the similar code in roll_stats
944 play_again(op); 834 stats.ac = 0;
945 return 1;
946 835
947 default: 836 level = 1;
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 837 stats.exp = 0;
949 return 0; 838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
950 } 845 {
951 return 0; 846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
952} 852}
953 853
954/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
958 * not the class. 858 * not the class.
959 */ 859 */
960 860int
961int key_change_class(object *op, char key) 861key_change_class (object *op, char key)
962{ 862{
963 int tmp_loop; 863 int tmp_loop;
964 864
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 865 if (key == 'd' || key == 'D')
866 {
971 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
972 868
973 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 871
872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
875
977 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
979 878
980 op->contr->state=ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
981 880
982 if (op->msg) { 881 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 882 op->msg = NULL;
985 }
986 883
987 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
988 * to save here. 885 * to save here.
989 */ 886 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 888 make_path_to_file (buf);
992 889
993#ifdef AUTOSAVE 890#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 891 op->contr->last_save_tick = pticks;
995#endif 892#endif
996 start_info(op); 893 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 895 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 896 link_player_skills (op);
1000 esrv_send_inventory(op, op); 897 esrv_send_inventory (op, op);
1001 fix_player(op); 898 op->update_stats ();
1002 899
1003 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1004 * is one for this race 901 * is one for this race
1005 */ 902 */
1006 if(*first_map_ext_path) { 903 if (*first_map_ext_path)
904 {
1007 object *tmp; 905 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 907
1011 first_map_ext_path, op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 909 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 910 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1018 * default initial map */ 915 * default initial map */
1019 free_object(tmp); 916 tmp->destroy ();
917 }
1020 } else { 918 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 920
921 return 0;
922 }
923
1026 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1028 */ 926 */
1029 927
1030 tmp_loop = 0; 928 tmp_loop = 0;
1031 while(!tmp_loop) { 929 while (!tmp_loop)
1032 const char *name = add_string (op->name); 930 {
931 shstr name = op->name;
1033 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1034 remove_statbonus(op); 933
1035 remove_ob (op); 934 op->remove_statbonus ();
935 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 936 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1038 op->instantiate (); 938 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 940 op->name = op->name_pl = name;
1041 op->name = name; 941 op->x = x;
1042 free_string(op->name_pl); 942 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 */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 944 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 945 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 946 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 947 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 948 }
949
1055 update_object(op,UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 951 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 952 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 955 op->stats.grace = 0;
956
1061 if (op->msg) 957 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1065} 962}
1066 963
964int
1067int key_confirm_quit(object *op, char key) 965key_confirm_quit (object *op, char key)
1068{ 966{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
1072 op->contr->state=ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 971 return 1;
1075 } 972 }
1076 973
1077 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
1079 976
977 op->contr->enable_save = false;
978
1080 terminate_all_pets(op); 979 terminate_all_pets (op);
1081 leave_map(op); 980 leave_map (op);
1082 op->direction=0; 981 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 983
1086 strcpy(op->contr->killer,"quit"); 984 strcpy (op->contr->killer, "quit");
1087 check_score(op); 985 check_score (op);
1088 op->contr->party=NULL; 986 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 987 op->contr->own_title[0] = '\0';
1091 988
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 989 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 990
1095 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 994 */
995 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 997
1101 next = mp->next; 998 for_all_maps (mp)
1102 if (!strncmp(mp->path, buf, strlen(buf))) 999 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1000 delete_map (mp);
1104 } 1001
1105
1106 delete_character(op->name, 1); 1002 delete_character (ob->name, 1);
1107 } 1003 ob->contr->destroy ();
1108 play_again(op); 1004
1109 return 1; 1005 return 1;
1110} 1006}
1111 1007
1008void
1112void flee_player(object *op) { 1009flee_player (object *op)
1010{
1113 int dir,diff; 1011 int dir, diff;
1114 rv_vector rv; 1012 rv_vector rv;
1115 1013
1116 if(op->stats.hp < 0) { 1014 if (op->stats.hp < 0)
1015 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1016 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1018 return;
1120 } 1019 }
1121 1020
1122 if(op->enemy==NULL) { 1021 if (op->enemy == NULL)
1022 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1023 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1025 return;
1126 } 1026 }
1127 1027
1128 /* Seen some crashes here. Since we don't store an 1028 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1029 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1030 * actual enemy, and the object is recycled.
1131 */ 1031 */
1132 if (op->enemy->map == NULL) { 1032 if (op->enemy->map == NULL)
1033 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1034 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1035 op->enemy = NULL;
1135 return; 1036 return;
1136 } 1037 }
1137 1038
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1039 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1040 {
1139 op->enemy=NULL; 1041 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1043 return;
1142 } 1044 }
1045
1143 get_rangevector(op, op->enemy, &rv, 0); 1046 get_rangevector (op, op->enemy, &rv, 0);
1144 1047
1145 dir=absdir(4+rv.direction); 1048 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1049 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 } 1050 {
1051 int m = 1 - (RANDOM () & 2);
1052
1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1054 return;
1055 }
1056
1153 /* Cornered, get rid of scared */ 1057 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1059 op->enemy = NULL;
1156} 1060}
1157 1061
1158 1062
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1063/* 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 1064 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1065 * stop.
1162 */ 1066 */
1067int
1163int check_pick(object *op) { 1068check_pick (object *op)
1069{
1164 object *tmp, *next; 1070 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1071 int stop = 0;
1167 int j, k, wvratio; 1072 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1073 char putstring[128], tmpstr[16];
1169 1074
1170
1171 /* if you're flying, you cna't pick up anything */ 1075 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1076 if (op->move_type & MOVE_FLYING)
1173 return 1; 1077 return 1;
1174 1078
1175 op_tag = op->count;
1176
1177 next = op->below; 1079 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1080
1181 /* loop while there are items on the floor that are not marked as 1081 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1082 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1083 while (next && !next->destroyed ())
1184 { 1084 {
1185 tmp = next; 1085 tmp = next;
1186 next = tmp->below; 1086 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1087
1190 if (was_destroyed (op, op_tag)) 1088 if (op->destroyed ())
1191 return 0; 1089 return 0;
1192 1090
1193 if ( ! can_pick (op, tmp)) 1091 if (!can_pick (op, tmp))
1194 continue; 1092 continue;
1195 1093
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1094 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1095 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1096 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1097 pick_up (op, tmp);
1200 continue; 1098 continue;
1201 } 1099 }
1202 1100
1203 /* high not bit set? We're using the old autopickup model */ 1101 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1102 if (!(op->contr->mode & PU_NEWMODE))
1103 {
1205 switch (op->contr->mode) { 1104 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1105 {
1207 case 1: pick_up (op, tmp); 1106 case 0:
1208 return 1; 1107 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1108 case 1:
1210 return 0; 1109 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1110 return 1;
1212 case 4: pick_up (op, tmp); 1111 case 2:
1213 break; 1112 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1113 return 0;
1215 stop = 1; 1114 case 3:
1216 break; 1115 return 0; /* stop before pickup */
1217 case 6: 1116 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1117 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1118 break;
1220 pick_up(op, tmp); 1119 case 5:
1221 break; 1120 pick_up (op, tmp);
1121 stop = 1;
1122 break;
1123 case 6:
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1125 pick_up (op, tmp);
1126 break;
1222 1127
1223 case 7: 1128 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1129 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1130 pick_up (op, tmp);
1226 break; 1131 break;
1227 1132
1228 default: 1133 default:
1229 /* use value density */ 1134 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1135 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1136 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1137 pick_up (op, tmp);
1233 >= op->contr->mode) 1138 }
1234 pick_up(op,tmp); 1139 }
1235 } 1140 else
1236 } 1141 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1142 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1143 if (op->contr->mode & PU_DEBUG)
1240 { 1144 {
1241 /* some debugging code to figure out item information */ 1145 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1146 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1148 &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)))); 1149 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1151 &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)))); 1152
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 }
1251 1155
1252 sprintf(putstring,"...flags: "); 1156 /* philosophy:
1253 for(k=0;k<4;k++) 1157 * It's easy to grab an item type from a pile, as long as it's
1254 { 1158 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1159 * and selections, select-items should be used. This is a
1256 { 1160 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1161 * example.
1258 { 1162 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1163 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1164 * convert to decimal and then 'pickup <#>
1261 } 1165 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1166
1167 /* the first two modes are exclusive: if NOTHING we return, if
1168 * STOP then we stop. All the rest are applied sequentially,
1169 * meaning if any test passes, the item gets picked up. */
1170
1171 /* if mode is set to pick nothing up, return */
1172
1173 if (op->contr->mode & PU_NOTHING)
1174 return 1;
1175
1176 /* if mode is set to stop when encountering objects, return */
1177 /* take STOP before INHIBIT since it doesn't actually pick
1178 * anything up */
1179
1180 if (op->contr->mode & PU_STOP)
1181 return 0;
1182
1183 /* useful for going into stores and not losing your settings... */
1184 /* and for battles wher you don't want to get loaded down while
1185 * fighting */
1186 if (op->contr->mode & PU_INHIBIT)
1187 return 1;
1188
1189 /* prevent us from turning into auto-thieves :) */
1190 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1191 continue;
1192
1193 /* ignore known cursed objects */
1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1195 continue;
1196
1197 /* all food and drink if desired */
1198 /* question: don't pick up known-poisonous stuff? */
1199 if (op->contr->mode & PU_FOOD)
1200 if (tmp->type == FOOD)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 if (op->contr->mode & PU_DRINK)
1207 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 if (op->contr->mode & PU_POTION)
1214 if (tmp->type == POTION)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* spellbooks, skillscrolls and normal books/scrolls */
1221 if (op->contr->mode & PU_SPELLBOOK)
1222 if (tmp->type == SPELLBOOK)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_SKILLSCROLL)
1229 if (tmp->type == SKILLSCROLL)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 if (op->contr->mode & PU_READABLES)
1236 if (tmp->type == BOOK || tmp->type == SCROLL)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* wands/staves/rods/horns */
1243 if (op->contr->mode & PU_MAGIC_DEVICE)
1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* pick up all magical items */
1251 if (op->contr->mode & PU_MAGICAL)
1252 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_VALUABLES)
1259 {
1260 if (tmp->type == MONEY || tmp->type == GEM)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265 }
1266
1267 /* rings & amulets - talismans seems to be typed AMULET */
1268 if (op->contr->mode & PU_JEWELS)
1269 if (tmp->type == RING || tmp->type == AMULET)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* bows and arrows. Bows are good for selling! */
1284 if (op->contr->mode & PU_BOW)
1285 if (tmp->type == BOW)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_ARROW)
1292 if (tmp->type == ARROW)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* all kinds of armor etc. */
1299 if (op->contr->mode & PU_ARMOUR)
1300 if (tmp->type == ARMOUR)
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 if (op->contr->mode & PU_HELMET)
1307 if (tmp->type == HELMET)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 if (op->contr->mode & PU_SHIELD)
1314 if (tmp->type == SHIELD)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_BOOTS)
1321 if (tmp->type == BOOTS)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_GLOVES)
1328 if (tmp->type == GLOVES)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_CLOAK)
1335 if (tmp->type == CLOAK)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 /* hoping to catch throwing daggers here */
1342 if (op->contr->mode & PU_MISSILEWEAPON)
1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON)
1351 {
1352 if (tmp->type == WEAPON && tmp->name != NULL)
1353 {
1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360 }
1361
1362 if (tmp->type == WEAPON && tmp->name == NULL)
1363 {
1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1365 {
1366 pick_up (op, tmp);
1367 continue;
1368 }
1369 }
1370 }
1371
1372 /* misc stuff that's useful */
1373 if (op->contr->mode & PU_KEY)
1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1375 {
1376 pick_up (op, tmp);
1377 continue;
1378 }
1379
1380 /* any of the last 4 bits set means we use the ratio for value
1381 * pickups */
1382 if (op->contr->mode & PU_RATIO)
1383 {
1384 /* use value density to decide what else to grab */
1385 /* >=7 was >= op->contr->mode */
1386 /* >=7 is the old standard setting. Now we take the last 4 bits
1387 * and multiply them by 5, giving 0..15*5== 5..75 */
1388 wvratio = (op->contr->mode & PU_RATIO) * 5;
1389 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1390 {
1391 pick_up (op, tmp);
1266#if 0 1392#if 0
1267 /* print the flags too */ 1393 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1394 if (tmp->name != NULL)
1269 { 1395 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1396 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1397 }
1272 { 1398 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1399 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1400 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1401 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 1402#endif
1403 continue;
1404 }
1405 }
1406 } /* the new pickup model */
1279 } 1407 }
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 1408
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; 1409 return !stop;
1443} 1410}
1444 1411
1445/* 1412/*
1446 * Find an arrow in the inventory and after that 1413 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1414 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1415 * found object is returned.
1449 */ 1416 */
1417object *
1450object *find_arrow(object *op, const char *type) 1418find_arrow (object *op, const char *type)
1451{ 1419{
1452 object *tmp = NULL; 1420 object *tmp = NULL;
1453 1421
1454 for(op=op->inv; op; op=op->below) 1422 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1423 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); 1424 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1425 else if (op->type == ARROW && op->race == type)
1459 return op; 1426 return op;
1460 return tmp; 1427 return tmp;
1461} 1428}
1462 1429
1463/* 1430/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1431 * 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 1432 * 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 1433 * 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. 1434 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1435 */
1469 1436
1437object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1438find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1439{
1472 object *tmp = NULL, *arrow, *ntmp; 1440 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1441 int attacknum, attacktype, betterby = 0, i;
1474 1442
1475 if (!type) 1443 if (!type)
1476 return NULL; 1444 return NULL;
1477 1445
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1446 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1447 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1448 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1449 {
1450 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1451 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1452 if (i > betterby)
1484 tmp = ntmp; 1453 {
1485 betterby = i; 1454 tmp = ntmp;
1486 } 1455 betterby = i;
1456 }
1457 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1458 else if (arrow->type == ARROW && arrow->race == type)
1459 {
1488 /* allways prefer assasination/slaying */ 1460 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1461 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1462 {
1491 if (arrow->attacktype & AT_DEATH) { 1463 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1464 {
1493 return arrow; 1465 *better = 100;
1494 } else { 1466 return arrow;
1495 tmp = arrow; 1467 }
1468 else
1469 {
1470 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1471 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1472 }
1498 } else { 1473 }
1474 else
1475 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 {
1500 attacktype = 1<<attacknum; 1478 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1479 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) { 1480 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1481 {
1482 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1483 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1484 }
1506 } 1485 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1487 {
1488 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1489 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1490 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1491 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1492 {
1493 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1494 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1495 }
1496 }
1497 }
1515 } 1498 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1499 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1500 return find_arrow (op, type);
1520 1501
1521 *better = betterby; 1502 *better = betterby;
1522 return tmp; 1503 return tmp;
1523} 1504}
1524 1505
1525/* looks in a given direction, finds the first valid target, and calls 1506/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1507 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1508 * op = the shooter
1528 * type = bow->race 1509 * type = bow->race
1529 * dir = fire direction 1510 * dir = fire direction
1530 */ 1511 */
1531 1512
1513object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1514pick_arrow_target (object *op, const char *type, int dir)
1533{ 1515{
1534 object *tmp = NULL; 1516 object *tmp = NULL;
1535 mapstruct *m; 1517 maptile *m;
1536 int i, mflags, found, number; 1518 int i, mflags, found, number;
1537 sint16 x, y; 1519 sint16 x, y;
1538 1520
1539 if (op->map == NULL) 1521 if (op->map == NULL)
1540 return find_arrow(op, type); 1522 return find_arrow (op, type);
1541 1523
1542 /* do a dex check */ 1524 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1525 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))) 1526 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1527 return find_arrow (op, type);
1546 1528
1547 m = op->map; 1529 m = op->map;
1548 x = op->x; 1530 x = op->x;
1549 y = op->y; 1531 y = op->y;
1550 1532
1551 /* find the first target */ 1533 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1534 for (i = 0, found = 0; i < 20; i++)
1535 {
1553 x += freearr_x[dir]; 1536 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1537 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1538 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1539 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1540 {
1557 tmp = NULL; 1541 tmp = NULL;
1558 break; 1542 break;
1543 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1544 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1545 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1546 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1547 * perhaps a bad assumption.
1562 */ 1548 */
1563 tmp = NULL; 1549 tmp = NULL;
1564 break; 1550 break;
1565 } 1551 }
1566 if (mflags & P_IS_ALIVE) { 1552 if (mflags & P_IS_ALIVE)
1553 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1554 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1556 {
1570 break; 1557 found++;
1571 } 1558 break;
1559 }
1572 if (found) 1560 if (found)
1573 break; 1561 break;
1574 } 1562 }
1575 } 1563 }
1576 if (tmp == NULL) 1564 if (tmp == NULL)
1577 return find_arrow(op, type); 1565 return find_arrow (op, type);
1578 1566
1579 if (tmp->head) 1567 if (tmp->head)
1580 tmp = tmp->head; 1568 tmp = tmp->head;
1581 1569
1582 return find_better_arrow(op, tmp, type, &i); 1570 return find_better_arrow (op, tmp, type, &i);
1583} 1571}
1584 1572
1585/* 1573/*
1586 * Creature fires a bow - op can be monster or player. Returns 1574 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1575 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1578 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1579 * 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 1580 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1581 * player fire modes.
1594 */ 1582 */
1583int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1584fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1585{
1598 object *left, *bow; 1586 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1587 int bowspeed, mflags;
1601 mapstruct *m; 1588 maptile *m;
1602 1589
1603 if (!dir) { 1590 if (!dir)
1591 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1593 return 0;
1606 } 1594 }
1595
1607 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1609 else { 1598 else
1599 {
1610 for(bow=op->inv; bow; bow=bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1601 /* 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. 1602 * don't need to switch back and forth between bows and weapons.
1613 */ 1603 */
1614 if(bow->type==BOW) 1604 if (bow->type == BOW)
1615 break; 1605 break;
1616 1606
1617 if (!bow) { 1607 if (!bow)
1608 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1610 return 0;
1620 } 1611 }
1621 } 1612 }
1613
1622 if( !bow->race || !bow->skill) { 1614 if (!bow->race || !bow->skill)
1615 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1617 return 0;
1625 } 1618 }
1626 1619
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1621
1629 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1632 if (bowspeed < 1) 1626 if (bowspeed < 1)
1633 bowspeed = 1; 1627 bowspeed = 1;
1634 1628
1635 if (arrow == NULL) { 1629 if (arrow == NULL)
1630 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1631 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 {
1637 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1634 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 */ 1635 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1636 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1638 return 0;
1644 } 1639 }
1645 } 1640 }
1641
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1643 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1644 return 0;
1649 } 1645
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1647 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1649 return 0;
1653 } 1650 }
1654 1651
1655 /* this should not happen, but sometimes does */ 1652 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1653 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1654 {
1655 arrow->destroy ();
1656 return 0;
1657 }
1661 1658
1662 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1661 if (!arrow)
1662 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1664 return 0;
1668 return 0;
1669 } 1665 }
1670 set_owner(arrow, op); 1666
1671 if (arrow->skill) free_string(arrow->skill); 1667 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1668 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1669 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1670
1678 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1672 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1674 op->update_stats ();
1681 } 1675 }
1682 1676
1683 SET_ANIMATION(arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1689 1683
1690 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1692 */ 1686 */
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 1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1698 /* update the speed */ 1690 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1692 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 1693
1704 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1708 1696
1709 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1698 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1701 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 1702
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1703 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1704 }
1705 else
1706 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1707 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; 1708 arrow->level = op->level;
1721 } 1709 }
1710
1722 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1713
1724 if (bow->slaying != NULL) 1714 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1715 arrow->slaying = bow->slaying;
1726 1716
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1719
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1721 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1722
1735 if (!was_destroyed(arrow, tag)) 1723 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1724 move_arrow (arrow);
1737 1725
1738 if (op->type == PLAYER) { 1726 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1727 {
1728 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1729 esrv_del_item (op->contr, left->count);
1741 else 1730 else
1742 esrv_send_item(op, left); 1731 esrv_send_item (op, left);
1743 } 1732 }
1733
1744 return 1; 1734 return 1;
1745} 1735}
1746 1736
1747/* Special fire code for players - this takes into 1737/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1738 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1739 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1740 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1741 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1742 * hence the function name.
1753 */ 1743 */
1744int
1754int player_fire_bow(object *op, int dir) 1745player_fire_bow (object *op, int dir)
1755{ 1746{
1756 int ret=0, wcmod=0; 1747 int ret = 0, wcmod = 0;
1757 1748
1758 if (op->contr->bowtype == bow_bestarrow) { 1749 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1750 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1751 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); 1752 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1754 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1756 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1757 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1758 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1759 else if (op->contr->bowtype == bow_threewide)
1760 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1761 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)]); 1762 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)]); 1763 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1764 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1765 else if (op->contr->bowtype == bow_spreadshot)
1766 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1767 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); 1768 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); 1769 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1770
1776 } else { 1771 }
1772 else
1773 {
1777 /* Simple case */ 1774 /* Simple case */
1778 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);
1779 } 1776 }
1780 return ret; 1777 return ret;
1781} 1778}
1782 1779
1783 1780
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1781/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1782 * Broken apart from 'fire' to keep it more readable.
1786 */ 1783 */
1784void
1787void fire_misc_object(object *op, int dir) 1785fire_misc_object (object *op, int dir)
1788{ 1786{
1789 object *item; 1787 object *item;
1790 1788
1791 if (!op->contr->ranges[range_misc]) { 1789 if (!op->contr->ranges[range_misc])
1790 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1791 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1792 return;
1794 } 1793 }
1795 1794
1796 item = op->contr->ranges[range_misc]; 1795 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1796 if (!item->inv)
1797 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1798 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1799 return;
1800 } 1800 }
1801 if (item->type == WAND) { 1801 if (item->type == WAND)
1802 {
1802 if(item->stats.food<=0) { 1803 if (item->stats.food <= 0)
1804 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1807 return;
1806 } 1808 }
1809 }
1807 } else if (item->type == ROD || item->type==HORN) { 1810 else if (item->type == ROD || item->type == HORN)
1811 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1812 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1813 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1814 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1815 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1816 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)); 1817 else
1813 else 1818 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; 1819 return;
1817 } 1820 }
1818 } 1821 }
1819 1822
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1823 if (cast_spell (op, item, dir, item->inv, NULL))
1824 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1825 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1826 if (item->type == WAND)
1827 {
1823 if (!(--item->stats.food)) { 1828 if (!(--item->stats.food))
1824 object *tmp; 1829 {
1825 if (item->arch) { 1830 object *tmp;
1831
1832 if (item->arch)
1833 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1834 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1835 item->face = item->arch->clone.face;
1828 item->speed = 0; 1836 item->set_speed (0);
1829 update_ob_speed(item); 1837 }
1830 } 1838
1831 if ((tmp=is_player_inv(item))) 1839 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1840 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1841 }
1834 } 1842 }
1835 else if (item->type == ROD || item->type==HORN) { 1843 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1844 drain_rod_charge (item);
1837 }
1838 } 1845 }
1839} 1846}
1840 1847
1841/* Received a fire command for the player - go and do it. 1848/* Received a fire command for the player - go and do it.
1842 */ 1849 */
1850void
1843void fire(object *op,int dir) { 1851fire (object *op, int dir)
1852{
1844 int spellcost=0; 1853 int spellcost = 0;
1845 1854
1846 /* check for loss of invisiblity/hide */ 1855 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1856 if (action_makes_visible (op))
1857 make_visible (op);
1848 1858
1849 switch(op->contr->shoottype) { 1859 switch (op->contr->shoottype)
1860 {
1850 case range_none: 1861 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; 1862 return;
1887 default: 1863
1864 case range_bow:
1865 player_fire_bow (op, dir);
1866 return;
1867
1868 case range_magic: /* Casting spells */
1869 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1870 return;
1871
1872 case range_misc:
1873 fire_misc_object (op, dir);
1874 return;
1875
1876 case range_golem: /* Control summoned monsters from scrolls */
1877 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1878 {
1879 op->contr->ranges[range_golem] = 0;
1880 op->contr->shoottype = range_none;
1881 }
1882 else
1883 control_golem (op->contr->ranges[range_golem], dir);
1884 return;
1885
1886 case range_skill:
1887 if (!op->chosen_skill)
1888 {
1889 if (op->type == PLAYER)
1890 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1891 return;
1892 }
1893 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1894 return;
1895 case range_builder:
1896 apply_map_builder (op, dir);
1897 return;
1898 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1899 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1900 return;
1890 } 1901 }
1891} 1902}
1892 1903
1893 1904
1894 1905
1901 * inv is the objects inventory to searched 1912 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1913 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1914 * This function can be called recursively to search containers.
1904 */ 1915 */
1905 1916
1917object *
1906object * find_key(object *pl, object *container, object *door) 1918find_key (object *pl, object *container, object *door)
1907{ 1919{
1908 object *tmp,*key; 1920 object *tmp, *key;
1909 1921
1910 /* Should not happen, but sanity checking is never bad */ 1922 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1923 if (container->inv == NULL)
1924 return NULL;
1912 1925
1913 /* First, lets try to find a key in the top level inventory */ 1926 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1928 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1929 if (door->type == DOOR && tmp->type == KEY)
1930 break;
1916 /* For sanity, we should really check door type, but other stuff 1931 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1932 * (like containers) can be locked with special keys
1918 */ 1933 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1934 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1935 break;
1921 } 1936 }
1922 /* No key found - lets search inventories now */ 1937 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1938 /* 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 1939 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1940 * a key, return
1926 */ 1941 */
1927 if (!tmp) { 1942 if (!tmp)
1943 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1944 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1945 {
1929 /* No reason to search empty containers */ 1946 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1947 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1948 {
1949 if ((key = find_key (pl, tmp, door)) != NULL)
1950 return key;
1951 }
1952 }
1953 if (!tmp)
1954 return NULL;
1932 } 1955 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1956 /* 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 1957 * see if we actually want to use it
1938 */ 1958 */
1939 if (pl!=container) { 1959 if (pl != container)
1960 {
1940 /* Only let players use keys in containers */ 1961 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1962 if (!pl->contr)
1963 return NULL;
1942 /* cases where this fails: 1964 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1965 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1966 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1967 * If the container is not active, return now since only active
1946 * containers can be used. 1968 * containers can be used.
1947 * If we only search keyrings and the container does not have 1969 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1970 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1971 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1972 * inv must have been an container and must have been active.
1951 * 1973 *
1952 * Change the color so that the message doesn't disappear with 1974 * Change the color so that the message doesn't disappear with
1953 * all the others. 1975 * all the others.
1954 */ 1976 */
1955 if (pl->contr->usekeys == key_inventory || 1977 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1978 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1979 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1980 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1981 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1982 "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; 1983 return NULL;
1964 } 1984 }
1965 } 1985 }
1966 return tmp; 1986 return tmp;
1967} 1987}
1968 1988
1969/* moved door processing out of move_player_attack. 1989/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1990 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1991 * such that the caller should not do anything more,
1972 * 0 otherwise 1992 * 0 otherwise
1973 */ 1993 */
1994static int
1974static int player_attack_door(object *op, object *door) 1995player_attack_door (object *op, object *door)
1975{ 1996{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1997 /* 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 - 1998 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1999 * otherwise, we fall through to the rest of the code.
1980 */ 2000 */
1981 object *key=find_key(op, op, door); 2001 object *key = find_key (op, op, door);
1982 2002
1983 /* IF we found a key, do some extra work */ 2003 /* IF we found a key, do some extra work */
1984 if (key) { 2004 if (key)
2005 {
1985 object *container=key->env; 2006 object *container = key->env;
1986 2007
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2008 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2009 if (action_makes_visible (op))
2010 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2011 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2012 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2013 if (door->type == DOOR)
2014 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2015 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2016 }
1993 else if(door->type==LOCKED_DOOR) { 2017 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2018 {
1995 "You open the door with the %s", query_short_name(key)); 2019 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 ;-) */ 2020 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2021 }
1998 /* Do this after we print the message */ 2022 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2023 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2024 /* Need to update the weight the container the key was in */
2001 if (container != op) 2025 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2026 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2027 return 1; /* Nothing more to do below */
2028 }
2004 } else if (door->type==LOCKED_DOOR) { 2029 else if (door->type == LOCKED_DOOR)
2030 {
2005 /* Might as well return now - no other way to open this */ 2031 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2032 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2033 return 1;
2008 } 2034 }
2009 return 0; 2035 return 0;
2010} 2036}
2011 2037
2012/* This function is just part of a breakup from move_player. 2038/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2039 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2040 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2041 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2042 * going to try and move (not fire weapons).
2017 */ 2043 */
2018 2044void
2019void move_player_attack(object *op, int dir) 2045move_player_attack (object *op, int dir)
2020{ 2046{
2021 object *tmp, *mon; 2047 object *tmp, *mon;
2022 sint16 nx, ny; 2048 sint16 nx, ny;
2023 int on_battleground; 2049 int on_battleground;
2024 mapstruct *m; 2050 maptile *m;
2025 2051
2026 nx=freearr_x[dir]+op->x; 2052 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2053 ny = freearr_y[dir] + op->y;
2028 2054
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2055 on_battleground = op_on_battleground (op, 0, 0);
2030 2056
2031 /* If braced, or can't move to the square, and it is not out of the 2057 /* 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 2058 * 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 2059 * 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 2060 * 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 2061 * 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 2062 * 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 2063 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2064 * move_ob uses.
2039 */ 2065 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2066 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2067 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2068 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2069 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2070 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2071 if (!m)
2044 } 2072 return; /* Don't think this should happen */
2045 else m =op->map; 2073 }
2046 2074 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2075 m = op->map;
2076
2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2078 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2080 return;
2050 } 2081 }
2051 2082
2052 mon = NULL; 2083 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2084 /* 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. 2085 * 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 2086 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2087 * on the space
2057 */ 2088 */
2058 while (tmp!=NULL) { 2089 while (tmp)
2090 {
2059 if (tmp == op) { 2091 if (tmp == op)
2060 tmp=tmp->above; 2092 {
2061 continue; 2093 tmp = tmp->above;
2062 } 2094 continue;
2095 }
2096
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2098 {
2065 break; 2099 mon = tmp;
2066 } 2100 break;
2101 }
2102
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2103 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2104 mon = tmp;
2105
2069 tmp=tmp->above; 2106 tmp = tmp->above;
2070 } 2107 }
2071 2108
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2109 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2110 return; /* into a wall */
2074 2111
2075 if(mon->head != NULL) 2112 if (mon->head)
2076 mon = mon->head; 2113 mon = mon->head;
2077 2114
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2115 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2116 if (player_attack_door (op, mon))
2117 return;
2080 2118
2081 /* The following deals with possibly attacking peaceful 2119 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2120 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2121 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2122 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2123 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2124 * and thus will not push them.
2087 */ 2125 */
2088 2126
2089 /* If the creature is a pet, push it even if the player is not 2127 /* 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 2128 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2129 * player owns it and it is either friendly or unagressive.
2092 */ 2130 */
2093 if ((op->type==PLAYER) 2131 if ((op->type == PLAYER)
2094#if COZY_SERVER 2132#if COZY_SERVER
2095 && 2133 &&
2096 ( 2134 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2136#else
2102 && get_owner(mon)==op 2137 && mon->owner == op
2103#endif 2138#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2140 {
2106 /* If we're braced, we don't want to switch places with it */ 2141 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2142 if (op->contr->braced)
2143 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2144 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2145 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2111 return; 2148 return;
2112 } 2149 }
2113 2150
2114 /* in certain circumstances, you shouldn't attack friendly 2151 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2152 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2153 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2154 * attack them either.
2118 */ 2155 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2156 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2157 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2158#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2159 (op->contr->peaceful
2160 || (mon->type == PLAYER
2161 && mon->contr->
2162 peaceful)) &&
2124#else 2163#else
2125 op->contr->peaceful && 2164 op->contr->peaceful &&
2126#endif 2165#endif
2127 !on_battleground 2166 !on_battleground))
2167 {
2168 if (!op->contr->braced)
2128 )) { 2169 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2171 (void) push_ob (mon, dir, op);
2132 } else { 2172 }
2173 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2174 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2175
2176 if (op->contr->tmp_invis || op->hide)
2177 make_visible (op);
2178 }
2179
2138 /* If the object is a boulder or other rollable object, then 2180 /* 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. 2181 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2182 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2183 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2184 {
2142 recursive_roll(mon,dir,op); 2185 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2186 if (action_makes_visible (op))
2144 } 2187 make_visible (op);
2188 }
2145 2189
2146 /* Any generic living creature. Including things like doors. 2190 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2191 * 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: 2192 * 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 2193 * 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. 2194 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2195 */
2152 2196
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2198 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2199 {
2156 2200
2157 /* If the player hasn't hit something this tick, and does 2201 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2202 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2203 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2204 * incurred a 1 tick offset.
2161 */ 2205 */
2162 if (!op->contr->has_hit) { 2206 if (!op->contr->has_hit)
2207 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2208 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2209
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2211 }
2167 2212
2168 skill_attack(mon, op, 0, NULL, NULL); 2213 skill_attack (mon, op, 0, 0, 0);
2169 2214
2170 /* If attacking another player, that player gets automatic 2215 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2216 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2217 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2218 * the wiz.
2174 */ 2219 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2220 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)) { 2221 {
2177 short luck = mon->stats.luck; 2222 short luck = mon->stats.luck;
2223
2178 mon->contr->has_hit = 1; 2224 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2225 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2226 mon->stats.luck = luck;
2181 } 2227 }
2182 if(action_makes_visible(op)) make_visible(op); 2228
2183 } 2229 if (action_makes_visible (op))
2230 make_visible (op);
2231 }
2184 } /* if player should attack something */ 2232 } /* if player should attack something */
2185} 2233}
2186 2234
2235int
2187int move_player(object *op,int dir) { 2236move_player (object *op, int dir)
2237{
2188 int pick; 2238 int pick;
2189 2239
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2240 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; 2241 return 0;
2242
2243 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9))
2245 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0;
2248 }
2249
2250 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2253
2254 op->facing = dir;
2255
2256 if (op->hide)
2257 do_hidden_move (op);
2258
2259 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2260 /*nop */ ;
2261 else if (op->contr->fire_on)
2262 fire (op, dir);
2263 else
2264 {
2265 move_player_attack (op, dir);
2266 pick = check_pick (op);
2267 }
2268
2269 /* Add special check for newcs players and fire on - this way, the
2270 * server can handle repeat firing.
2271 */
2272 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2273 op->direction = dir;
2274 else
2275 op->direction = 0;
2276
2277 /* Update how the player looks. Use the facing, so direction may
2278 * get reset to zero. This allows for full animation capabilities
2279 * for players.
2280 */
2281 animate_object (op, op->facing);
2282 return 0;
2229} 2283}
2230 2284
2231/* This is similar to handle_player, below, but is only used by the 2285/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2286 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2287 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2288 * the new speed values for commands.
2235 * 2289 *
2236 * Returns true if there are more actions we can do. 2290 * Returns true if there are more actions we can do.
2237 */ 2291 */
2292int
2238int handle_newcs_player(object *op) 2293handle_newcs_player (object *op)
2239{ 2294{
2240 if (op->contr->hidden) { 2295 if (op->contr->hidden)
2296 {
2241 op->invisible = 1000; 2297 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2298 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2299 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2300 * alternate it here for it to work correctly.
2245 */ 2301 */
2246 if (pticks & 2) op->invisible--; 2302 if (pticks & 2)
2303 op->invisible--;
2247 } 2304 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2305 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2306 {
2249 op->invisible--; 2307 op->invisible--;
2250 if(!op->invisible) { 2308 if (!op->invisible)
2309 {
2251 make_visible(op); 2310 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2311 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2312 }
2254 } 2313 }
2255 2314
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 {
2257 flee_player(op); 2317 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2318 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 {
2260 op->speed_left--; 2321 op->speed_left--;
2261 return 0; 2322 return 0;
2262 } 2323 }
2263 } 2324 }
2264 2325
2265 /* I've been seeing crashes where the golem has been destroyed, but 2326 /* 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 2327 * 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 2328 * 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. 2329 * put this in a a workaround to clean up the golem pointer.
2269 */ 2330 */
2270 if (op->contr->ranges[range_golem] && 2331 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; 2332 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2333
2277 /* call this here - we also will call this in do_ericserver, but 2334 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2335 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2336 * called, so we recheck it here.
2280 */ 2337 */
2281 HandleClient(&op->contr->socket, op->contr); 2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2339 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 } 2340 ;
2341
2342 if (op->speed_left < 0)
2296 return 0; 2343 return 0;
2297}
2298 2344
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2346 {
2347 /* All move commands take 1 tick, at least for now */
2348 op->speed_left--;
2349
2350 /* Instead of all the stuff below, let move_player take care
2351 * of it. Also, some of the skill stuff is only put in
2352 * there, as well as the confusion stuff.
2353 */
2354 move_player (op, op->direction);
2355 if (op->speed_left > 0)
2356 return 1;
2357 else
2358 return 0;
2359 }
2360
2361 return 0;
2362}
2363
2364int
2299int save_life(object *op) { 2365save_life (object *op)
2300 object *tmp; 2366{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2367 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; 2368 return 0;
2369
2370 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2371 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2372 {
2373 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2374 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2375
2376 if (op->contr)
2377 esrv_del_item (op->contr, tmp->count);
2378
2379 tmp->destroy ();
2380 CLEAR_FLAG (op, FLAG_LIFESAVE);
2381
2382 if (op->stats.hp < 0)
2383 op->stats.hp = op->stats.maxhp;
2384
2385 if (op->stats.food < 0)
2386 op->stats.food = 999;
2387
2388 op->update_stats ();
2389 return 1;
2390 }
2391
2392 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2393 CLEAR_FLAG (op, FLAG_LIFESAVE);
2394 enter_player_savebed (op); /* bring him home. */
2395 return 0;
2327} 2396}
2328 2397
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2398/* 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 2399 * 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 2400 * function will descend into containers. op is the object to start the search
2332 * from. 2401 * from.
2333 */ 2402 */
2403void
2334void remove_unpaid_objects(object *op, object *env) 2404remove_unpaid_objects (object *op, object *env)
2335{ 2405{
2336 object *next; 2406 object *next;
2337 2407
2338 while (op) { 2408 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2409 {
2340 * we remove object 'op' 2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2411
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2412 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2413 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2416
2417 op->insert_at (env);
2418 }
2419 else if (op->inv)
2420 remove_unpaid_objects (op->inv, env);
2421
2422 op = next;
2423 }
2424}
2355 2425
2356/* 2426/*
2357 * Returns pointer a static string containing gravestone text 2427 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2428 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2429 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2430 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2431 * but there isn't one in the server directory.
2362 */ 2432 */
2433char *
2363char *gravestone_text (object *op) 2434gravestone_text (object *op)
2364{ 2435{
2365 static char buf2[MAX_BUF]; 2436 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2437 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2438 time_t now = time (NULL);
2368 2439
2369 strcpy (buf2, " R.I.P.\n\n"); 2440 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2442 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2443 else
2373 sprintf (buf, "%s\n", op->name); 2444 sprintf (buf, "%s\n", &op->name);
2445
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2447 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2449 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2450 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2451 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2452
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2453 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2454 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2455 if (op->type == PLAYER)
2456 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2457 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2458 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2459 strcat (buf2, buf);
2386 } 2460 }
2461
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2462 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2464 strcat (buf2, buf);
2465
2390 return buf2; 2466 return buf2;
2391} 2467}
2392 2468
2393 2469void
2394
2395void do_some_living(object *op) { 2470do_some_living (object *op)
2471{
2396 int last_food=op->stats.food; 2472 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2473 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2474 int over_hp, over_sp, over_grace;
2399 int i; 2475 int i;
2400 int rate_hp = 1200; 2476 int rate_hp = 1200;
2401 int rate_sp = 2500; 2477 int rate_sp = 2500;
2402 int rate_grace = 2000; 2478 int rate_grace = 2000;
2403 const int max_hp = 1; 2479 const int max_hp = 1;
2404 const int max_sp = 1; 2480 const int max_sp = 1;
2405 const int max_grace = 1; 2481 const int max_grace = 1;
2406 2482
2407 if (op->contr->outputs_sync) { 2483 if (op->contr->outputs_sync)
2484 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2486 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]); 2487 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2488 }
2413 2489
2414 if(op->contr->state==ST_PLAYING) { 2490 if (op->contr->ns->state == ST_PLAYING)
2415 2491 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2492 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2493 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2494 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2495 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2496 else
2497 {
2421 gen_hp = op->stats.maxhp; 2498 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2499 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2500 }
2501
2424 if(op->contr->gen_sp >= 0 ) 2502 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2503 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2504 else
2505 {
2427 gen_sp = op->stats.maxsp; 2506 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2507 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2508 }
2509
2430 if(op->contr->gen_grace >= 0) 2510 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2511 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2512 else
2513 {
2433 gen_grace = op->stats.maxgrace; 2514 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2515 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2516 }
2436 2517
2437 /* Regenerate Spell Points */ 2518 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2519 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2520 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2521 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) { 2522 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2523 {
2524 op->stats.sp++;
2442 /* dms do not consume food */ 2525 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2527 {
2528 op->stats.food--;
2445 if(op->contr->digestion<0) 2529 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2531 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; 2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_sp > 1)
2537 {
2538 over_sp = (gen_sp + 10) / rate_sp;
2539 if (over_sp > 0)
2540 {
2541 if (op->stats.sp < op->stats.maxsp)
2542 {
2543 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2544
2545 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2546 op->stats.sp--;
2547
2548 if (op->stats.sp > op->stats.maxsp)
2549 op->stats.sp = op->stats.maxsp;
2550 }
2551 op->last_sp = 0;
2552 }
2553 else
2554 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2555 }
2556 else
2557 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2558 }
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 2559
2471 /* Regenerate Grace */ 2560 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2561 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2562 if (--op->last_grace < 0)
2563 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2564 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2565 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2566
2567 if (max_grace > 1)
2568 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2569 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2570 if (over_grace > 0)
2479 op->stats.sp += over_grace 2571 {
2572 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; 2573 + (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; 2574 op->last_grace = 0;
2482 } else { 2575 }
2576 else
2577 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2578 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2579 }
2485 } else { 2580 }
2581 else
2582 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2583 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2584 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2585 /* wearing stuff doesn't detract from grace generation. */
2489 } 2586 }
2490 2587
2491 /* Regenerate Hit Points */ 2588 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2589 if (--op->last_heal < 0)
2590 {
2493 if(op->stats.hp<op->stats.maxhp) { 2591 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2592 {
2593 op->stats.hp++;
2495 /* dms do not consume food */ 2594 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2596 {
2597 op->stats.food--;
2498 if(op->contr->digestion<0) 2598 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2599 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2600 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; 2601 op->stats.food = last_food;
2602 }
2603 }
2604
2605 if (max_hp > 1)
2606 {
2607 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2608 if (over_hp > 0)
2609 {
2610 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2611 op->last_heal = 0;
2612 }
2613 else
2614 {
2615 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2616 }
2617 }
2618 else
2619 {
2620 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2621 }
2503 } 2622 }
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 2623
2519 /* Digestion */ 2624 /* Digestion */
2520 if(--op->last_eat<0) { 2625 if (--op->last_eat < 0)
2626 {
2521#ifdef COZY_SERVER 2627#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2628 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2629 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2630#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2631 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 2632#endif
2529 2633
2530 if(op->contr->gen_hp > 0) 2634 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2635 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2636 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2638
2534 /* dms do not consume food */ 2639 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2640 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2641 op->stats.food--;
2537 } 2642 }
2538 2643
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2644 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2645 {
2646 object *tmp, *flesh = 0;
2541 2647
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2648 for (tmp = op->inv; tmp; tmp = tmp->below)
2649 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2650 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2651 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2652 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2653 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2654 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2655 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2656 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2657 break;
2549 } 2658 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2659 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2660 flesh = tmp;
2552 } /* end of for loop */ 2661 } /* End if paid for object */
2662 } /* end of for loop */
2663
2553 /* If player is still starving, it means they don't have any food, so 2664 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2665 * eat flesh instead.
2555 */ 2666 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2667 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2668 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2670 manual_apply (op, flesh, 0);
2559 } 2671 }
2560 } /* end if player is starving */ 2672 }
2561 2673
2562 while(op->stats.food<0&&op->stats.hp>0) 2674 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2675 op->stats.food++, op->stats.hp--;
2564 2676
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2677 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2678 kill_player (op);
2679 }
2567} 2680}
2568
2569
2570 2681
2571/* If the player should die (lack of hp, food, etc), we call this. 2682/* 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 2683 * 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 2684 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2685 * file.
2575 */ 2686 */
2687void
2576void kill_player(object *op) 2688kill_player (object *op)
2577{ 2689{
2578 char buf[MAX_BUF]; 2690 char buf[MAX_BUF];
2579 int x,y,i; 2691 int x, y;
2692
2693 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2694 maptile *map; /* this is for resurrection */
2695
2581 int z; 2696 /* int z;
2582 int num_stats_lose; 2697 int num_stats_lose;
2583 int lost_a_stat; 2698 int lost_a_stat;
2584 int lose_this_stat; 2699 int lose_this_stat;
2585 int this_stat; 2700 int this_stat; */
2586 int will_kill_again; 2701 int will_kill_again;
2587 archetype *at; 2702 archetype *at;
2588 object *tmp; 2703 object *tmp;
2589 2704
2590 if(save_life(op)) 2705 if (save_life (op))
2591 return; 2706 return;
2592 2707
2593 2708
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2709 /* 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. 2710 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2711 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2712 */
2598 if (op_on_battleground(op, &x, &y)) { 2713 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2714 {
2600 "You have been defeated in combat!"); 2715 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, 2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2717
2603
2604 /* restore player */ 2718 /* restore player */
2605 at = find_archetype("poisoning"); 2719 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2720 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2721 {
2608 remove_ob(tmp); 2722 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2724 }
2612 2725
2613 at = find_archetype("confusion"); 2726 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2727 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2728 {
2616 remove_ob(tmp); 2729 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2731 }
2620 2732
2621 cure_disease(op,0); /* remove any disease */ 2733 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2734 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2735 if (op->stats.food <= 0)
2624 2736 op->stats.food = 999;
2737
2625 /* create a bodypart-trophy to make the winner happy */ 2738 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2739 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2740 {
2629 sprintf(buf,"%s's finger",op->name); 2741 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2742 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2743 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2744 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2746 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2747 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2748 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2749 op->insert_at (tmp, op);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2750 }
2751
2642 /* teleport defeated player to new destination*/ 2752 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2753 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2754 op->contr->braced = 0;
2645 return; 2755 return;
2646 } 2756 }
2647 2757
2648 INVOKE_PLAYER (DEATH, op->contr); 2758 INVOKE_PLAYER (DEATH, op->contr);
2649 2759
2650 command_kill_pets (op, 0); 2760 command_kill_pets (op, 0);
2651 2761
2652 if(op->stats.food<0) { 2762 if (op->stats.food < 0)
2763 {
2653 if (op->contr->explore) { 2764 if (op->contr->explore)
2765 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2766 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..."); 2767 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2768 op->stats.food = 999;
2657 return; 2769 return;
2658 } 2770 }
2659 sprintf(buf,"%s starved to death.",op->name); 2771 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2772 strcpy (op->contr->killer, "starvation");
2773 }
2774 else
2661 } 2775 {
2662 else {
2663 if (op->contr->explore) { 2776 if (op->contr->explore)
2777 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2778 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..."); 2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2780 op->stats.hp = op->stats.maxhp;
2667 return; 2781 return;
2668 } 2782 }
2669 sprintf(buf,"%s died.",op->name); 2783 sprintf (buf, "%s died.", &op->name);
2670 } 2784 }
2785
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2787
2673 /* save the map location for corpse, gravestone*/ 2788 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2789 x = op->x;
2790 y = op->y;
2791 map = op->map;
2675 2792
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2793 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2794 * 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. 2795 * See the config.h file for a little more in depth detail about this.
2681 */ 2796 */
2682 2797
2683 /* Basically two ways to go - remove a stat permanently, or just 2798 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2799 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2800 * of death.
2686 */ 2801 */
2687#ifndef COZY_SERVER 2802#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2803 if (settings.balanced_stat_loss)
2804 {
2689 /* If stat loss is permanent, lose one stat only. */ 2805 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2806 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2807 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2808 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2809 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2810 little bit harder. */
2695 /* GD */ 2811 /* GD */
2696 if (settings.stat_loss_on_death) 2812 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2813 num_stats_lose = 1;
2698 else 2814 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2815 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2816 }
2817 else
2701 num_stats_lose = 1; 2818 num_stats_lose = 1;
2702 } 2819
2703 lost_a_stat = 0; 2820 lost_a_stat = 0;
2704 2821
2705 for (z=0; z<num_stats_lose; z++) { 2822 for (z = 0; z < num_stats_lose; z++)
2823 {
2706 i = RANDOM() % NUM_STATS; 2824 i = RANDOM () % NUM_STATS;
2707 2825
2708 if (settings.stat_loss_on_death) { 2826 if (settings.stat_loss_on_death)
2827 {
2709 /* Pick a random stat and take a point off it. Tell the player 2828 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2829 * what he lost.
2711 */ 2830 */
2712 change_attr_value(&(op->stats), i,-1); 2831 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2832 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2833 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2834 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2836 lost_a_stat = 1;
2718 } else { 2837 }
2838 else
2839 {
2719 /* deplete a stat */ 2840 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2841 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2842 object *dep;
2843
2844 dep = present_arch_in_ob (deparch, op);
2845 if (!dep)
2722 2846 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2847 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2848 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 2849 }
2756 if (lose_this_stat) { 2850 lose_this_stat = 1;
2851 if (settings.balanced_stat_loss)
2852 {
2853 /* GD */
2854 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2855 this_stat = get_attr_value (&(dep->stats), i);
2856 if (this_stat < 0)
2857 {
2858 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2859 int keep_chance = this_stat * this_stat;
2860
2861 /* Yes, I am paranoid. Sue me. */
2862 if (keep_chance < 1)
2863 keep_chance = 1;
2864
2865 /* There is a maximum depletion total per level. */
2866 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2867 {
2868 lose_this_stat = 0;
2869 /* Take loss chance vs keep chance to see if we
2870 retain the stat. */
2871 }
2872 else
2873 {
2874 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2875 lose_this_stat = 0;
2876 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2877 this_stat, keep_chance, loss_chance,
2878 lose_this_stat?"LOSE":"KEEP"); */
2879 }
2880 }
2881 }
2882
2883 if (lose_this_stat)
2884 {
2885 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2886 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2887 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2888 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2889 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2890 * difference.
2763 */ 2891 */
2764 if (this_stat>=-50) { 2892 if (this_stat >= -50)
2893 {
2765 change_attr_value(&(dep->stats), i, -1); 2894 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2895 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2896 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2897 op->update_stats ();
2769 lost_a_stat = 1; 2898 lost_a_stat = 1;
2770 } 2899 }
2771 } 2900 }
2901 }
2772 } 2902 }
2773 }
2774 /* If no stat lost, tell the player. */ 2903 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2904 if (!lost_a_stat)
2776 { 2905 {
2777 /* determine_god() seems to not work sometimes... why is this? 2906 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2907 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2908 const char *god = determine_god (op);
2909
2780 if (god && (strcmp(god, "none"))) 2910 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2911 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" 2912 else
2783 " you.", god); 2913 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 } 2914 }
2915#else
2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2917#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 2918
2792 /* Put a gravestone up where the character 'almost' died. List the 2919 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2920 * exp loss on the stone.
2794 */ 2921 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2922 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2923 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2924 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2925 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2926 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2927 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" 2928 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; 2929 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2931
2809 /**************************************/ 2932 /**************************************/
2810 /* */ 2933 /* */
2811 /* Subtract the experience points, */ 2934 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2935 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2936 /* food, and reset HP's... */
2814 /* */ 2937 /* */
2815 /**************************************/ 2938 /**************************************/
2816 2939
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2940 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2941 /* restore player */
2819 at = find_archetype("poisoning"); 2942 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2943 tmp = present_arch_in_ob (at, op);
2944
2821 if (tmp) { 2945 if (tmp)
2822 remove_ob(tmp); 2946 {
2823 free_object(tmp); 2947 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2949 }
2826 2950
2827 at = find_archetype("confusion"); 2951 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2952 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2953 if (tmp)
2830 remove_ob(tmp); 2954 {
2831 free_object(tmp); 2955 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2957 }
2958
2834 cure_disease(op,0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
2835 2960
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2961 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2962 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2963 if (op->stats.food < 100)
2964 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2965 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2968
2843 /* 2969 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2970 * 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 2971 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2972 * in the map.
2847 */ 2973 */
2848 2974
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2975 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2976 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2977
2857 /****************************************/ 2978 /****************************************/
2858 /* */ 2979 /* */
2859 /* Move player to his current respawn- */ 2980 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2981 /* position (usually last savebed) */
2861 /* */ 2982 /* */
2862 /****************************************/ 2983 /****************************************/
2863 2984
2864 enter_player_savebed(op); 2985 enter_player_savebed (op);
2865 2986
2866 /* Save the player before inserting the force to reduce 2987 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 2988 * chance of abuse.
2868 */ 2989 */
2869 op->contr->braced=0; 2990 op->contr->braced = 0;
2870 save_player(op,1); 2991 op->contr->save ();
2871 2992
2872 /* it is possible that the player has blown something up 2993 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2994 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2995 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2996 * on the space that might harm the player.
2876 */ 2997 */
2877 will_kill_again=0; 2998 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2999 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3000 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3001 will_kill_again |= tmp->attacktype;
2881 } 3002
2882 if (will_kill_again) { 3003 if (will_kill_again)
3004 {
2883 object *force; 3005 object *force;
2884 int at; 3006 int at;
2885 3007
2886 force=get_archetype(FORCE_NAME); 3008 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3009 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3010 force->speed = 0.1;
2889 force->speed_left=-5.0; 3011 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3012 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3013 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3014 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3015 force->resist[at] = 100;
2894 } 3016
2895 insert_ob_in_ob(force, op); 3017 insert_ob_in_ob (force, op);
2896 fix_player(op); 3018 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3019
3020 }
3021
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3022 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} 3023}
2972 3024
2973 3025void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3026loot_object (object *op)
3027{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3028 object *tmp, *tmp2, *next;
2976 3029
3030 if (op->container)
2977 if (op->container) { /* close open sack first */ 3031 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3032
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3033 for (tmp = op->inv; tmp; tmp = next)
3034 {
2982 next=tmp->below; 3035 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3036
2984 remove_ob(tmp); 3037 if (tmp->invisible)
3038 continue;
3039
3040 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3041 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3042 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3043 { /* empty container to ground */
2988 } 3044 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3045 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3046 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3047 {
2991 if(tmp->nrof>1) { 3048 if (tmp->nrof > 1)
3049 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3051 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3052 insert_ob_in_map (tmp, op->map, NULL, 0);
3053 }
3054 else
3055 tmp->destroy ();
3056 }
2995 } else 3057 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3058 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3059 }
3000} 3060}
3001 3061
3002/* 3062/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3063 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3064 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3065 * was changed.
3006 */ 3066 */
3007 3067
3068void
3008void fix_weight(void) { 3069fix_weight (void)
3009 player *pl; 3070{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3071 for_all_players (pl)
3072 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3073 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3074
3012 if(old == sum) 3075 if (old == sum)
3013 continue; 3076 continue;
3014 fix_player(pl->ob); 3077 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3078 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3079 }
3018} 3080}
3019 3081
3082void
3020void fix_luck(void) { 3083fix_luck (void)
3021 player *pl; 3084{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3085 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3086 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3087 pl->ob->change_luck (0);
3025} 3088}
3026
3027 3089
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3090/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3091 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3092 * just treat this as any other spell casting object.
3031 */ 3093 */
3032
3033void 3094void
3034cast_dust (object * op, object * throw_ob, int dir) 3095cast_dust (object *op, object *throw_ob, int dir)
3035{ 3096{
3036 object *skop, *spob; 3097 object *skop, *spob;
3037 3098
3038 skop = find_skill_by_name (op, throw_ob->skill); 3099 skop = find_skill_by_name (op, throw_ob->skill);
3039 3100
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3101 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3102 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3103 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3104 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3105 return;
3046 } 3106 }
3047 3107
3048 spob = throw_ob->inv; 3108 spob = throw_ob->inv;
3049 3109
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3110 // 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 3111 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3112 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3113 if (!spob)
3054 { 3114 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3115 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; 3116 return;
3058 } 3117 }
3059 3118
3060 if (op->type == PLAYER) 3119 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3120 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3121
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3122 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3123
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3124 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3125}
3069 3126
3127void
3070void make_visible (object *op) { 3128make_visible (object *op)
3129{
3071 op->hide = 0; 3130 op->hide = 0;
3072 op->invisible = 0; 3131 op->invisible = 0;
3073 if(op->type==PLAYER) { 3132 if (op->type == PLAYER)
3133 {
3074 op->contr->tmp_invis = 0; 3134 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3135 op->contr->invis_race = 0;
3076 } 3136 }
3077 update_object(op,UP_OBJ_FACE); 3137 update_object (op, UP_OBJ_FACE);
3078} 3138}
3079 3139
3140int
3080int is_true_undead(object *op) { 3141is_true_undead (object *op)
3142{
3081 object *tmp=NULL; 3143 object *tmp = NULL;
3082 3144
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3146 return 1;
3084 3147
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; 3148 return 0;
3090} 3149}
3091 3150
3092/* look at the surrounding terrain to determine 3151/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3152 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3153 * indicate greater hideability.
3095 */ 3154 */
3096 3155
3156int
3097int hideability(object *ob) { 3157hideability (object *ob)
3158{
3098 int i,level=0, mflag; 3159 int i, level = 0, mflag;
3099 sint16 x,y; 3160 sint16 x, y;
3100 3161
3101 if(!ob||!ob->map) return 0; 3162 if (!ob || !ob->map)
3163 return 0;
3102 3164
3103 /* so, on normal lighted maps, its hard to hide */ 3165 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3166 level = ob->map->darkness - 2;
3105 3167
3106 /* this also picks up whether the object is glowing. 3168 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3169 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3170 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3171 if (has_carried_lights (ob))
3172 level = -(10 + (2 * ob->map->darkness));
3110 3173
3111 /* scan through all nearby squares for terrain to hide in */ 3174 /* 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]) { 3175 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3176 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3177 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3178 if (mflag & P_OUT_OF_MAP)
3179 {
3180 continue;
3181 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3182 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3183 level += 2;
3117 else /* open terrain! */ 3184 else /* open terrain! */
3118 level -= 1; 3185 level -= 1;
3119 } 3186 }
3120 3187
3121#if 0 3188#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3189 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3190#endif
3124 return level; 3191 return level;
3125} 3192}
3126 3193
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3194/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3195 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3196 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3197 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3198 */
3132 3199
3200void
3133void do_hidden_move (object *op) { 3201do_hidden_move (object *op)
3202{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3203 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3204 object *skop;
3136 3205
3137 if(!op || !op->map) return; 3206 if (!op || !op->map)
3207 return;
3138 3208
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3209 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3210
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3211 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3212 if (op->type == PLAYER && op->contr->run_on)
3213 {
3143 if(!skop || num >= skop->level) { 3214 if (!skop || num >= skop->level)
3215 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3216 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3217 make_visible (op);
3146 return; 3218 return;
3147 } else num += 20; 3219 }
3220 else
3221 num += 20;
3148 } 3222 }
3149 num += op->map->difficulty; 3223 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3224 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3225 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 {
3153 make_visible(op); 3228 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3229 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3230 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3231 }
3157 else if (op->type == PLAYER && skop) { 3232 else if (op->type == PLAYER && skop)
3233 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3234 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3235 }
3160} 3236}
3161 3237
3162/* determine if who is standing near a hostile creature. */ 3238/* determine if who is standing near a hostile creature. */
3163 3239
3240int
3164int stand_near_hostile( object *who ) { 3241stand_near_hostile (object *who)
3242{
3165 object *tmp=NULL; 3243 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3244 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3245 maptile *m;
3168 sint16 x,y; 3246 sint16 x, y;
3169 3247
3170 if(!who) return 0; 3248 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; 3249 return 0;
3250
3251 if (who->type == PLAYER)
3252 player = 1;
3253
3254 else
3255 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3256
3257 /* search adjacent squares */
3258 for (i = 1; i < 9; i++)
3259 {
3260 x = who->x + freearr_x[i];
3261 y = who->y + freearr_y[i];
3262 m = who->map;
3263 mflags = get_map_flags (m, &m, x, y, &x, &y);
3264 /* space must be blocked if there is a monster. If not
3265 * blocked, don't need to check this space.
3266 */
3267 if (mflags & P_OUT_OF_MAP)
3268 continue;
3269 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3270 continue;
3271
3272 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3273 {
3274 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3275 return 1;
3276 else if (tmp->type == PLAYER)
3277 {
3278 /*don't let a hidden DM prevent you from hiding */
3279 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3280 return 1;
3281 }
3282 }
3283 }
3284 return 0;
3200} 3285}
3201 3286
3202/* check the player los field for viewability of the 3287/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3288 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3289 * 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. 3296 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3297 * -b.t.
3213 * This function is now map tiling safe. 3298 * This function is now map tiling safe.
3214 */ 3299 */
3215 3300
3301int
3216int player_can_view (object *pl,object *op) { 3302player_can_view (object *pl, object *op)
3303{
3217 rv_vector rv; 3304 rv_vector rv;
3218 int dx,dy; 3305 int dx, dy;
3219 3306
3220 if(pl->type!=PLAYER) { 3307 if (pl->type != PLAYER)
3308 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3309 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; 3310 return -1;
3247 op = op->more;
3248 } 3311 }
3312 if (!pl || !op)
3249 return 0; 3313 return 0;
3314
3315 if (op->head)
3316 {
3317 op = op->head;
3318 }
3319 get_rangevector (pl, op, &rv, 0x1);
3320
3321 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any
3323 * part that is in the los array but isnt on
3324 * a blocked los square.
3325 * we use the archetype to figure out offsets.
3326 */
3327 while (op)
3328 {
3329 dx = rv.distance_x + op->arch->clone.x;
3330 dy = rv.distance_y + op->arch->clone.y;
3331
3332 /* only the viewable area the player sees is updated by LOS
3333 * code, so we need to restrict ourselves to that range of values
3334 * for any meaningful values.
3335 */
3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3339 return 1;
3340 op = op->more;
3341 }
3342 return 0;
3250} 3343}
3251 3344
3252/* routine for both players and monsters. We call this when 3345/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3346 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3347 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3348 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3349 * return 0.
3257 */ 3350 */
3351int
3258int action_makes_visible (object *op) { 3352action_makes_visible (object *op)
3353{
3259 3354
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3355 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3357 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3358 return 0;
3263 3359
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3360 if (op->contr && op->contr->tmp_invis == 0)
3361 return 0;
3265 3362
3266 /* If monsters, they should become visible */ 3363 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3364 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3365 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3366 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3367 return 1;
3270 } 3368 }
3271 } 3369 }
3272 return 0; 3370 return 0;
3273} 3371}
3274 3372
3275/* op_on_battleground - checks if the given object op (usually 3373/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3374 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3375 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3376 * -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 3377 * 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 3378 * 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 3379 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3380 */
3381int
3283int op_on_battleground (object *op, int *x, int *y) { 3382op_on_battleground (object *op, int *x, int *y)
3383{
3284 object *tmp; 3384 object *tmp;
3285 3385
3286 /* A battleground-tile needs the following attributes to be valid: 3386 /* 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), 3387 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3388 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3389 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3390 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3391 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3392 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3393 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3394 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3396 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3397 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3398 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3399 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3400 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3401 {
3299 object *invtmp; 3402 object *invtmp;
3403
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3404 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3405 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3406 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3407 {
3408 if (x != NULL && y != NULL)
3409 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3410 return 1;
3411 }
3412 }
3413 }
3303 if (x != NULL && y != NULL) 3414 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3415 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3416 return 1;
3306 } 3417 }
3307 } 3418 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3419 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3420 /* If we got here, did not find a battleground */
3316 return 0; 3421 return 0;
3317} 3422}
3318 3423
3319/* 3424/*
3323 * attributes: 3428 * attributes:
3324 * object *who the dragon player 3429 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3430 * int atnr the attack-number of the ability focus
3326 * int level ability level 3431 * int level ability level
3327 */ 3432 */
3433void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3434dragon_ability_gain (object *who, int atnr, int level)
3435{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3436 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3437 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3438 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3439 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3440 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3441 int i = 0, j = 0;
3335 3442
3336 /* get the appropriate treasurelist */ 3443 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3444 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3445 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3446 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3447 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3448 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3449 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3450 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3451 trlist = find_treasurelist ("dragon_ability_poison");
3345 3452
3346 if (trlist == NULL || who->type != PLAYER) 3453 if (trlist == NULL || who->type != PLAYER)
3347 return; 3454 return;
3348 3455
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3456 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3457
3351
3352 if (tr == NULL || tr->item == NULL) { 3458 if (tr == NULL || tr->item == NULL)
3459 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3460 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3461 return;
3355 } 3462 }
3356 3463
3357 /* everything seems okay - now bring on the gift: */ 3464 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3465 item = &(tr->item->clone);
3359 3466
3360 if (item->type == SPELL) { 3467 if (item->type == SPELL)
3468 {
3361 if (check_spell_known (who, item->name)) 3469 if (check_spell_known (who, item->name))
3362 return; 3470 return;
3363 3471
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3472 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); 3473 do_learn_spell (who, item, 0);
3366 return; 3474 return;
3367 } 3475 }
3368 3476
3369 /* grant direct spell */ 3477 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3478 if (item->type == SPELLBOOK)
3479 {
3371 if (!item->inv) { 3480 if (!item->inv)
3481 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3482 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3483 return;
3375 } 3484 }
3376 if (check_spell_known (who, item->inv->name)) 3485 if (check_spell_known (who, item->inv->name))
3377 return; 3486 return;
3378 if (item->invisible) { 3487 if (item->invisible)
3488 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3489 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); 3490 do_learn_spell (who, item->inv, 0);
3381 return; 3491 return;
3382 } 3492 }
3383 } 3493 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3494 else if (item->type == SKILL_TOOL && item->invisible)
3495 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3496 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3497 {
3386 3498
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3499 /* 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 3500 * 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, 3501 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3502 * but not all of them, he gets nothing.
3391 */ 3503 */
3392 if (!(skop->attacktype & item->attacktype)) { 3504 if (!(skop->attacktype & item->attacktype))
3505 {
3393 /* Give new attacktype */ 3506 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3507 skop->attacktype |= item->attacktype;
3395 3508
3396 /* always add physical if there's none */ 3509 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3510 skop->attacktype |= AT_PHYSICAL;
3398 3511
3399 if (item->msg != NULL) 3512 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3513 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3514
3402 /* Give player new face */ 3515 /* Give player new face */
3403 if (item->animation_id) { 3516 if (item->animation_id)
3517 {
3404 who->face = skop->face; 3518 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3519 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3520 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3521 who->last_anim = 0;
3408 who->state = 0; 3522 who->state = 0;
3409 animate_object(who, who->direction); 3523 animate_object (who, who->direction);
3410 } 3524 }
3525 }
3526 }
3411 } 3527 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3528 else if (item->type == FORCE)
3529 {
3415 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3531 object *skin;
3532
3417 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3536 ;
3421 3537
3538 if (!skin)
3539 return;
3540
3422 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3543 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3544 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3545
3426 /* print message */ 3546 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3547 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3548 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3549 {
3430 if (j) 3550 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3551 {
3432 else 3552 if (j)
3433 j = 1; 3553 strcat (buf, " and ");
3554 else
3555 j = 1;
3434 strcat(buf, spellpathnames[i]); 3556 strcat (buf, spellpathnames[i]);
3435 } 3557 }
3436 } 3558 }
3437 strcat(buf,"."); 3559 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3560 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3561 }
3440 3562
3441 /* evtl. adding flags: */ 3563 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3564 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3565 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3566 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3567 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3568 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3569 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3570
3449 /* print message if there is one */ 3571 /* print message if there is one */
3450 if (item->msg != NULL) 3572 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3574 }
3575 else
3452 } 3576 {
3453 else {
3454 /* generate misc. treasure */ 3577 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3578 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3579 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); 3580 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3581 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3582 esrv_send_item (who, tmp);
3460 } 3583 }
3461} 3584}
3462 3585
3463/** 3586/**
3464 * Unready an object for a player. This function does nothing if the object was 3587 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3588 * not readied.
3466 */ 3589 */
3590void
3467void player_unready_range_ob(player *pl, object *ob) { 3591player_unready_range_ob (player *pl, object *ob)
3592{
3468 rangetype i; 3593 rangetype i;
3469 3594
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3596 {
3471 if (pl->ranges[i] == ob) { 3597 if (pl->ranges[i] == ob)
3598 {
3472 pl->ranges[i] = NULL; 3599 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3600 if (pl->shoottype == i)
3601 {
3474 pl->shoottype = range_none; 3602 pl->shoottype = range_none;
3475 } 3603 }
3476 } 3604 }
3477 } 3605 }
3478} 3606}

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