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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 enter_map ();
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 186}
180 187
181int playername_ok(const char *cp) { 188void
182 /* Don't allow - or _ as first character in the name */ 189player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 190{
184 191 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 192 return;
189}
190 193
191/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
193 * Caller is responsible for setting the correct map. 196 ob->remove ();
194 */ 197 ob->map = 0;
195 198
196/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
197 * Hopefully this will be less bugfree and simpler. 200}
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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 201
208 if (!p) 202// connect the player with a specific client
209 { 203// also changed, rationalises, and fixes some incorrect settings
210 p = new player; 204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
211 209
212 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
213 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 212
226 p->next = NULL; 213 clear_los (ob);
227 }
228 214
229 /* Clears basically the entire player structure except 215 /* make sure he's a player -- needed because of class change. */
230 * for next and socket. 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
231 */ 235 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
233 p->attachable_clear (); 237 SET_FLAG (ob, FLAG_USE_SHIELD);
234 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
235 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 317 * we deal with that below this point.
237 */ 318 */
238 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 322
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
249 324
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
264 p->last_speed = -1; 326 last_speed = -1;
265 p->shoottype = range_none; 327 shoottype = range_none;
266 p->bowtype = bow_normal; 328 bowtype = bow_normal;
267 p->petmode = pet_normal; 329 petmode = pet_normal;
268 p->listening = 10; 330 listening = 10;
269 p->usekeys = containers; 331 usekeys = containers;
270 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 334 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race;
279
280 CLEAR_FLAG (op, FLAG_READY_SKILL);
281 335
282 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
285 * at zero. 339 * at zero.
286 */ 340 */
287 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 343
291 }
292 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1; 345 last_resist[i] = -1;
295 } 346
296 p->last_stats.exp = -1; 347 last_stats.exp = -1;
297 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 349}
303 350
304/* This loads the first map an puts the player on it. */ 351void
305static void set_first_map(object *op) 352player::do_destroy ()
306{ 353{
307 strcpy(op->contr->maplevel, first_map_path); 354 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
313/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
315 * mode. 373 * mode.
316 */ 374 */
375player *
376player::create ()
377{
378 player *pl = new player;
317 379
318int add_player(NewSocket *ns) { 380 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 381 set_first_map (pl->ob);
333 382
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 383 return pl;
341} 384}
342 385
343/* 386/*
344 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 389 * Note: there MUST be at least one player archetype!
347 */ 390 */
391archetype *
348archetype *get_player_archetype(archetype* at) 392get_player_archetype (archetype *at)
349{ 393{
350 archetype *start = at; 394 archetype *start = at;
395
351 for (;;) { 396 for (;;)
397 {
352 if (at==NULL || at->next==NULL) 398 if (at == NULL || at->next == NULL)
353 at=first_archetype; 399 at = first_archetype;
354 else 400 else
355 at=at->next; 401 at = at->next;
402
356 if(at->clone.type==PLAYER) 403 if (at->clone.type == PLAYER)
357 return at; 404 return at;
405
358 if (at == start) { 406 if (at == start)
407 {
359 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 409 exit (-1);
361 } 410 }
362 } 411 }
363} 412}
364 413
365 414object *
366object *get_nearest_player(object *mon) { 415get_nearest_player (object *mon)
416{
367 object *op = NULL; 417 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 418 objectlink *ol;
370 unsigned lastdist; 419 unsigned lastdist;
371 rv_vector rv; 420 rv_vector rv;
372 421
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 {
374 /* We should not find free objects on this friendly list, but it 424 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 425 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 426 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 427 * list is also free, so encapsulate this in a while loop.
378 */ 428 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
380 object *tmp=ol->ob; 431 object *tmp = ol->ob;
381 432
382 /* Can't do much more other than log the fact, because the object 433 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 434 * itself will have been cleared.
384 */ 435 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 437 ol = ol->next;
387 remove_friendly_object(tmp); 438 remove_friendly_object (tmp);
439 if (!ol)
388 if (!ol) return op; 440 return op;
389 } 441 }
390 442
391 /* Remove special check for player from this. First, it looks to cause 443 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 445 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 446 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 447 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 448 * on_same_map check, as can_detect_enemy also does this
397 */ 449 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 450 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 451 continue;
400 452
401 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
454 {
402 op=ol->ob; 455 op = ol->ob;
403 lastdist=rv.distance; 456 lastdist = rv.distance;
404 } 457 }
405 } 458 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 459
460 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 461 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 462 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 463 {
414 } 464 op = pl->ob;
465 lastdist = rv.distance;
466 }
467
415#if 0 468#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 470#endif
418 return op; 471 return op;
419} 472}
420 473
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 474/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 475 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 476 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 492 * is probably not a good thing.
440 */ 493 */
441#define MAX_SPACES 50 494#define MAX_SPACES 50
442
443 495
444/* 496/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 512 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 513 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 514 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 515 * is blocking itself.
464 */ 516 */
517int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 518path_to_player (object *mon, object *pl, unsigned mindiff)
519{
466 rv_vector rv; 520 rv_vector rv;
467 sint16 x,y; 521 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 523 maptile *m, *lastmap;
470 524
471 get_rangevector(mon, pl, &rv, 0); 525 get_rangevector (mon, pl, &rv, 0);
472 526
473 if (rv.distance<mindiff) return 0; 527 if (rv.distance < mindiff)
528 return 0;
474 529
475 x=mon->x; 530 x = mon->x;
476 y=mon->y; 531 y = mon->y;
477 m=mon->map; 532 m = mon->map;
478 dir = rv.direction; 533 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */ 536 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 537 if (diff > max)
538 return 0;
483 while (diff >1 && max>0) { 539 while (diff > 1 && max > 0)
540 {
484 lastx = x; 541 lastx = x;
485 lasty = y; 542 lasty = y;
486 lastmap = m; 543 lastmap = m;
487 x = lastx + freearr_x[dir]; 544 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 545 y = lasty + freearr_y[dir];
489 546
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 547 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 548 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 549
493 /* Space is blocked - try changing direction a little */ 550 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 551 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 552 && (m == mon->map && blocked_link (mon, m, x, y))))
553 {
496 /* recalculate direction from last good location. Possible 554 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 555 * we were not traversing ideal location before.
498 */ 556 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 557 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 558 if (rv.direction != dir)
559 {
501 /* OK - says direction should be different - lets reset the 560 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 561 * the values so it will try again.
503 */ 562 */
504 x = lastx; 563 x = lastx;
505 y = lasty; 564 y = lasty;
506 m = lastmap; 565 m = lastmap;
507 dir = firstdir = rv.direction; 566 dir = firstdir = rv.direction;
567 }
508 } else { 568 else
569 {
509 /* direct path is blocked - try taking a side step to 570 /* direct path is blocked - try taking a side step to
510 * either the left or right. 571 * either the left or right.
511 * Note increase the values in the loop below to be 572 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 573 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 574 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 575 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 576 * stepping back and forth
516 */ 577 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 578 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579 {
580 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 581 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 582 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 583 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 584 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 585 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 586 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 587 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 588 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 589 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 590 * the last direction the creature has successfully
528 * moved. 591 * moved.
529 */ 592 */
530 593
531 x = lastx + freearr_x[absdir(lastdir+i)]; 594 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 595 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 596 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 597 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 598 if (mflags & P_OUT_OF_MAP)
599 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 600 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 601 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
602 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 603 if (mflags & P_BLOCKSVIEW)
604 continue;
539 605
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 606 if (m == mon->map && blocked_link (mon, m, x, y))
607 break;
541 } 608 }
542 /* go through entire loop without finding a valid 609 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 610 * sidestep to take - thus, no valid path.
544 */ 611 */
545 if (i==(DETOUR_AMOUNT+1)) 612 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 613 return 0;
547 diff--; 614 diff--;
548 lastdir=dir; 615 lastdir = dir;
549 max--; 616 max--;
550 if (!firstdir) firstdir = dir+i; 617 if (!firstdir)
618 firstdir = dir + i;
551 } /* else check alternate directions */ 619 } /* else check alternate directions */
552 } /* if blocked */ 620 } /* if blocked */
553 else { 621 else
622 {
554 /* we moved towards creature, so diff is less */ 623 /* we moved towards creature, so diff is less */
555 diff--; 624 diff--;
556 max--; 625 max--;
557 lastdir=dir; 626 lastdir = dir;
627 if (!firstdir)
558 if (!firstdir) firstdir = dir; 628 firstdir = dir;
629 }
630 if (diff <= 1)
559 } 631 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 633 * headed toward player for entire distance.
563 */ 634 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 637 }
567 if (diff>max) return 0; 638 if (diff > max)
639 return 0;
568 } 640 }
569 /* If we reached the max, didn't find a direction in time */ 641 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 642 if (!max)
643 return 0;
571 644
572 return firstdir; 645 return firstdir;
573} 646}
574 647
648void
575void give_initial_items(object *pl,treasurelist *items) { 649give_initial_items (object *pl, treasurelist * items)
650{
576 object *op,*next=NULL; 651 object *op, *next = NULL;
577 652
578 if(pl->randomitems!=NULL) 653 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 655
581 for (op=pl->inv; op; op=next) { 656 for (op = pl->inv; op; op = next)
657 {
582 next = op->below; 658 next = op->below;
583 659
584 /* Forces get applied per default, unless they have the 660 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 661 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 662 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 663 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 664 SET_FLAG (op, FLAG_APPLIED);
589 665
590 /* we never give weapons/armour if these cannot be used 666 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 667 * by this player due to race restrictions
592 */ 668 */
593 if (pl->type == PLAYER) { 669 if (pl->type == PLAYER)
670 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 672 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 673 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 674 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 676 {
604 } 677 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 678 continue;
624 } 679 }
625 if (op->nrof > 1) op->nrof = 1; 680 }
681
682 /* This really needs to be better - we should really give
683 * a substitute spellbook. The problem is that we don't really
684 * have a good idea what to replace it with (need something like
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */
688 if (op->type == SPELLBOOK || op->type == SKILL)
626 } 689 {
690 object *tmp;
627 691
692 for (tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 {
698 op->destroy ();
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
700 continue;
701 }
702
703 if (op->nrof > 1)
704 op->nrof = 1;
705 }
706
628 if (op->type == SPELLBOOK && op->inv) { 707 if (op->type == SPELLBOOK && op->inv)
708 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 710 }
631 711
632 /* Give starting characters identified, uncursed, and undamned 712 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 713 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 714 * merged properly.
635 */ 715 */
636 if (need_identify(op)) { 716 if (need_identify (op))
717 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 718 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 719 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 720 CLEAR_FLAG (op, FLAG_DAMNED);
721 }
722 if (op->type == SPELL)
640 } 723 {
641 if(op->type==SPELL) { 724 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 725 continue;
726 }
727 else if (op->type == SKILL)
645 } 728 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 730 op->stats.exp = 0;
649 op->level = 1; 731 op->level = 1;
650 } 732 }
651 /* lock all 'normal items by default */ 733 /* lock all 'normal items by default */
734 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 735 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 736 } /* for loop of objects in player inv */
654 737
655 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
656 link_player_skills(pl); 739 link_player_skills (pl);
657} 740}
658 741
659void get_name(object *op) { 742void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 743get_party_password (object *op, partylist *party)
744{
732 if (party == NULL) { 745 if (party == NULL)
746 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 748 return;
735 } 749 }
750
736 op->contr->write_buf[0]='\0'; 751 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 755}
741
742 756
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int
744int roll_stat(void) { 759roll_stat (void)
760{
745 int a[4],i,j,k; 761 int a[4], i, j, k;
746 762
747 for(i=0;i<4;i++) 763 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 764 a[i] = (int) RANDOM () % 6 + 1;
749 765
750 for(i=0,j=0,k=7;i<4;i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 767 if (a[i] < k)
752 k=a[i],j=i; 768 k = a[i], j = i;
753 769
754 for(i=0,k=0;i<4;i++) { 770 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 771 if (i != j)
756 k+=a[i]; 772 k += a[i];
757 } 773
758 return k; 774 return k;
759} 775}
760 776
761void roll_stats(object *op) { 777void
762 int sum=0; 778object::roll_stats ()
763 int i = 0, j = 0; 779{
764 int statsort[7]; 780 int statsort [7];
765 781
782 for (;;)
766 do { 783 {
767 op->stats.Str=roll_stat(); 784 int sum = 0;
768 op->stats.Dex=roll_stat(); 785 for (int i = 7; i--; )
769 op->stats.Int=roll_stat(); 786 sum += statsort [i] = roll_stat ();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
779 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 794
788 /* a quick and dirty bubblesort? */
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
807 802
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 803 stats.exp = 0;
819 op->stats.ac=0; 804 stats.ac = 0;
820 805
806 stats.hp = stats.maxhp;
807 stats.sp = stats.maxsp;
808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
821 op->contr->levhp[1] = 9; 812 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 813 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 814 contr->levgrace[1] = 3;
824 815
825 fix_player(op); 816 contr->orig_stats = stats;
817 }
818}
819
820void
821object::swap_stats (int a, int b)
822{
823 int tmp = get_attr_value (&contr->orig_stats, a);
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826
827 stats.Str = contr->orig_stats.Str;
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
826 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
829 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
830} 855}
831 856
832void Roll_Again(object *op) 857static void
858start_info (object *op)
833{ 859{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
842 861
843 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 866}
951 867
952/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
956 * not the class. 872 * not the class.
957 */ 873 */
958 874int
959int key_change_class(object *op, char key) 875key_change_class (object *op, char key)
960{ 876{
961 int tmp_loop; 877 int tmp_loop;
962 878
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') { 879 if (key == 'd' || key == 'D')
880 {
969 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
970 882
971 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 885
886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
889
975 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
977 892
978 op->contr->state=ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
979 894
980 if (op->msg) 895 if (op->msg)
981 op->msg=NULL; 896 op->msg = NULL;
982 897
983 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
984 * to save here. 899 * to save here.
985 */ 900 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 902 make_path_to_file (buf);
988 903
989#ifdef AUTOSAVE 904#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks; 905 op->contr->last_save_tick = pticks;
991#endif 906#endif
992 start_info(op); 907 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 909 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 910 link_player_skills (op);
996 esrv_send_inventory(op, op); 911 esrv_send_inventory (op, op);
997 fix_player(op); 912 op->update_stats ();
998 913
999 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1000 * is one for this race 915 * is one for this race
1001 */ 916 */
1002 if(*first_map_ext_path) { 917 if (*first_map_ext_path)
918 {
1003 object *tmp; 919 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 921
1007 first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 923 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1014 * default initial map */ 929 * default initial map */
1015 free_object(tmp); 930 tmp->destroy ();
931 }
1016 } else { 932 else
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 934
1019 return 0; 935 return 0;
1020 } 936 }
1021 937
1022 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1024 */ 940 */
1025 941
1026 tmp_loop = 0; 942 tmp_loop = 0;
1027 while(!tmp_loop) { 943 while (!tmp_loop)
944 {
1028 shstr name = op->name; 945 shstr name = op->name;
1029 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
947
1030 remove_statbonus(op); 948 op->remove_statbonus ();
1031 remove_ob (op); 949 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 950 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1034 op->instantiate (); 952 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 954 op->name = op->name_pl = name;
1037 op->x = x; 955 op->x = x;
1038 op->y = y; 956 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 958 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 959 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 960 op->add_statbonus ();
1044 tmp_loop=allowed_class(op); 961 tmp_loop = allowed_class (op);
1045 } 962 }
963
1046 update_object(op,UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 965 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 966 op->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 969 op->stats.grace = 0;
970
1052 if (op->msg) 971 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0; 975 return 0;
1056} 976}
1057 977
1058int key_confirm_quit(object *op, char key) 978void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 979flee_player (object *op)
980{
1104 int dir,diff; 981 int dir, diff;
1105 rv_vector rv; 982 rv_vector rv;
1106 983
1107 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 if (op->enemy == NULL)
992 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return;
996 }
997
998 /* Seen some crashes here. Since we don't store an
999 * op->enemy_count, it is possible that something destroys the
1000 * actual enemy, and the object is recycled.
1001 */
1002 if (op->enemy->map == NULL)
1003 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL;
1006 return;
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1011 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 return;
1014 }
1015
1016 get_rangevector (op, op->enemy, &rv, 0);
1017
1018 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++)
1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1110 return; 1024 return;
1111 } 1025 }
1112 1026
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1029 op->enemy = NULL;
1147} 1030}
1148 1031
1149 1032
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1033/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 1034 * IT returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1035 * stop.
1153 */ 1036 */
1037int
1154int check_pick(object *op) { 1038check_pick (object *op)
1039{
1155 object *tmp, *next; 1040 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1041 int stop = 0;
1158 int j, k, wvratio; 1042 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1043 char putstring[128], tmpstr[16];
1160 1044
1161
1162 /* if you're flying, you cna't pick up anything */ 1045 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1046 if (op->move_type & MOVE_FLYING)
1164 return 1; 1047 return 1;
1165 1048
1166 op_tag = op->count;
1167
1168 next = op->below; 1049 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1050
1172 /* loop while there are items on the floor that are not marked as 1051 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1052 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1053 while (next && !next->destroyed ())
1175 { 1054 {
1176 tmp = next; 1055 tmp = next;
1177 next = tmp->below; 1056 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1057
1181 if (was_destroyed (op, op_tag)) 1058 if (op->destroyed ())
1182 return 0; 1059 return 0;
1183 1060
1184 if ( ! can_pick (op, tmp)) 1061 if (!can_pick (op, tmp))
1185 continue; 1062 continue;
1186 1063
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1065 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1066 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1067 pick_up (op, tmp);
1191 continue; 1068 continue;
1192 } 1069 }
1193 1070
1194 /* high not bit set? We're using the old autopickup model */ 1071 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1072 if (!(op->contr->mode & PU_NEWMODE))
1073 {
1196 switch (op->contr->mode) { 1074 switch (op->contr->mode)
1075 {
1076 case 0:
1197 case 0: return 1; /* don't pick up */ 1077 return 1; /* don't pick up */
1078 case 1:
1198 case 1: pick_up (op, tmp); 1079 pick_up (op, tmp);
1199 return 1; 1080 return 1;
1081 case 2:
1200 case 2: pick_up (op, tmp); 1082 pick_up (op, tmp);
1201 return 0; 1083 return 0;
1084 case 3:
1202 case 3: return 0; /* stop before pickup */ 1085 return 0; /* stop before pickup */
1086 case 4:
1203 case 4: pick_up (op, tmp); 1087 pick_up (op, tmp);
1204 break; 1088 break;
1089 case 5:
1205 case 5: pick_up (op, tmp); 1090 pick_up (op, tmp);
1206 stop = 1; 1091 stop = 1;
1207 break; 1092 break;
1208 case 6: 1093 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1094 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1095 pick_up (op, tmp);
1212 break; 1096 break;
1213 1097
1214 case 7: 1098 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1099 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1100 pick_up (op, tmp);
1217 break; 1101 break;
1218 1102
1219 default: 1103 default:
1220 /* use value density */ 1104 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1107 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1108 }
1253 } 1109 }
1254 } 1110 else
1111 { /* old model */
1112 /* NEW pickup handling */
1113 if (op->contr->mode & PU_DEBUG)
1114 {
1115 /* some debugging code to figure out item information */
1116 if (tmp->name != NULL)
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 else
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1256 1125
1126 /* philosophy:
1127 * It's easy to grab an item type from a pile, as long as it's
1128 * generic. This takes no game-time. For more detailed pickups
1129 * and selections, select-items should be used. This is a
1130 * grab-as-you-run type mode that's really useful for arrows for
1131 * example.
1132 * The drawback: right now it has no frontend, so you need to
1133 * stick the bits you want into a calculator in hex mode and then
1134 * convert to decimal and then 'pickup <#>
1135 */
1136
1137 /* the first two modes are exclusive: if NOTHING we return, if
1138 * STOP then we stop. All the rest are applied sequentially,
1139 * meaning if any test passes, the item gets picked up. */
1140
1141 /* if mode is set to pick nothing up, return */
1142
1143 if (op->contr->mode & PU_NOTHING)
1144 return 1;
1145
1146 /* if mode is set to stop when encountering objects, return */
1147 /* take STOP before INHIBIT since it doesn't actually pick
1148 * anything up */
1149
1150 if (op->contr->mode & PU_STOP)
1151 return 0;
1152
1153 /* useful for going into stores and not losing your settings... */
1154 /* and for battles wher you don't want to get loaded down while
1155 * fighting */
1156 if (op->contr->mode & PU_INHIBIT)
1157 return 1;
1158
1159 /* prevent us from turning into auto-thieves :) */
1160 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161 continue;
1162
1163 /* ignore known cursed objects */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1165 continue;
1166
1167 /* all food and drink if desired */
1168 /* question: don't pick up known-poisonous stuff? */
1169 if (op->contr->mode & PU_FOOD)
1170 if (tmp->type == FOOD)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_DRINK)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_POTION)
1184 if (tmp->type == POTION)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* spellbooks, skillscrolls and normal books/scrolls */
1191 if (op->contr->mode & PU_SPELLBOOK)
1192 if (tmp->type == SPELLBOOK)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_SKILLSCROLL)
1199 if (tmp->type == SKILLSCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 /* wands/staves/rods/horns */
1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* pick up all magical items */
1221 if (op->contr->mode & PU_MAGICAL)
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 {
1230 if (tmp->type == MONEY || tmp->type == GEM)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235 }
1236
1237 /* rings & amulets - talismans seems to be typed AMULET */
1238 if (op->contr->mode & PU_JEWELS)
1239 if (tmp->type == RING || tmp->type == AMULET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* bows and arrows. Bows are good for selling! */
1254 if (op->contr->mode & PU_BOW)
1255 if (tmp->type == BOW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 if (op->contr->mode & PU_ARROW)
1262 if (tmp->type == ARROW)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* all kinds of armor etc. */
1269 if (op->contr->mode & PU_ARMOUR)
1270 if (tmp->type == ARMOUR)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_HELMET)
1277 if (tmp->type == HELMET)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_SHIELD)
1284 if (tmp->type == SHIELD)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_BOOTS)
1291 if (tmp->type == BOOTS)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_GLOVES)
1298 if (tmp->type == GLOVES)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_CLOAK)
1305 if (tmp->type == CLOAK)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* hoping to catch throwing daggers here */
1312 if (op->contr->mode & PU_MISSILEWEAPON)
1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON)
1321 {
1322 if (tmp->type == WEAPON && tmp->name != NULL)
1323 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331
1332 if (tmp->type == WEAPON && tmp->name == NULL)
1333 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339 }
1340 }
1341
1342 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */
1352 if (op->contr->mode & PU_RATIO)
1353 {
1354 /* use value density to decide what else to grab */
1355 /* >=7 was >= op->contr->mode */
1356 /* >=7 is the old standard setting. Now we take the last 4 bits
1357 * and multiply them by 5, giving 0..15*5== 5..75 */
1358 wvratio = (op->contr->mode & PU_RATIO) * 5;
1359 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360 {
1361 pick_up (op, tmp);
1257#if 0 1362#if 0
1258 /* print the flags too */ 1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1364 if (tmp->name != NULL)
1260 { 1365 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1366 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1367 }
1263 { 1368 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1369 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1370 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1372#endif
1270 } 1373 continue;
1271 /* philosophy: 1374 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1375 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1376 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1377 }
1431 } /* the new pickup model */ 1378
1432 }
1433 return ! stop; 1379 return !stop;
1434} 1380}
1435 1381
1436/* 1382/*
1437 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1384 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1385 * found object is returned.
1440 */ 1386 */
1387object *
1441object *find_arrow(object *op, const char *type) 1388find_arrow (object *op, const char *type)
1442{ 1389{
1443 object *tmp = NULL; 1390 object *tmp = NULL;
1444 1391
1445 for(op=op->inv; op; op=op->below) 1392 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1394 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1395 else if (op->type == ARROW && op->race == type)
1450 return op; 1396 return op;
1451 return tmp; 1397 return tmp;
1452} 1398}
1453 1399
1454/* 1400/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1405 */
1460 1406
1407object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1408find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1409{
1463 object *tmp = NULL, *arrow, *ntmp; 1410 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1411 int attacknum, attacktype, betterby = 0, i;
1465 1412
1466 if (!type) 1413 if (!type)
1467 return NULL; 1414 return NULL;
1468 1415
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1416 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1417 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1419 {
1472 i = 0; 1420 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1421 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1422 if (i > betterby)
1423 {
1475 tmp = ntmp; 1424 tmp = ntmp;
1476 betterby = i; 1425 betterby = i;
1477 } 1426 }
1427 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1428 else if (arrow->type == ARROW && arrow->race == type)
1429 {
1479 /* allways prefer assasination/slaying */ 1430 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1432 {
1482 if (arrow->attacktype & AT_DEATH) { 1433 if (arrow->attacktype & AT_DEATH)
1434 {
1483 *better = 100; 1435 *better = 100;
1484 return arrow; 1436 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1437 }
1489 } else { 1438 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1439 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1440 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1441 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1442 }
1506 } 1443 }
1444 else
1445 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 {
1448 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1454 }
1455 }
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 {
1458 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 }
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 {
1463 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 }
1507 } 1466 }
1467 }
1508 } 1468 }
1509 if (tmp == NULL && arrow == NULL) 1469 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1470 return find_arrow (op, type);
1511 1471
1512 *better = betterby; 1472 *better = betterby;
1513 return tmp; 1473 return tmp;
1514} 1474}
1515 1475
1516/* looks in a given direction, finds the first valid target, and calls 1476/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1477 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1478 * op = the shooter
1519 * type = bow->race 1479 * type = bow->race
1520 * dir = fire direction 1480 * dir = fire direction
1521 */ 1481 */
1522 1482
1483object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1484pick_arrow_target (object *op, const char *type, int dir)
1524{ 1485{
1525 object *tmp = NULL; 1486 object *tmp = NULL;
1526 mapstruct *m; 1487 maptile *m;
1527 int i, mflags, found, number; 1488 int i, mflags, found, number;
1528 sint16 x, y; 1489 sint16 x, y;
1529 1490
1530 if (op->map == NULL) 1491 if (op->map == NULL)
1531 return find_arrow(op, type); 1492 return find_arrow (op, type);
1532 1493
1533 /* do a dex check */ 1494 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1495 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1496 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1497 return find_arrow (op, type);
1537 1498
1538 m = op->map; 1499 m = op->map;
1539 x = op->x; 1500 x = op->x;
1540 y = op->y; 1501 y = op->y;
1541 1502
1542 /* find the first target */ 1503 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1504 for (i = 0, found = 0; i < 20; i++)
1505 {
1544 x += freearr_x[dir]; 1506 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1507 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1508 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 {
1548 tmp = NULL; 1511 tmp = NULL;
1512 break;
1513 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption.
1518 */
1519 tmp = NULL;
1520 break;
1521 }
1522 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1549 break; 1531 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1532 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1533 }
1567 if (tmp == NULL) 1534 if (tmp == NULL)
1568 return find_arrow(op, type); 1535 return find_arrow (op, type);
1569 1536
1570 if (tmp->head) 1537 if (tmp->head)
1571 tmp = tmp->head; 1538 tmp = tmp->head;
1572 1539
1573 return find_better_arrow(op, tmp, type, &i); 1540 return find_better_arrow (op, tmp, type, &i);
1574} 1541}
1575 1542
1576/* 1543/*
1577 * Creature fires a bow - op can be monster or player. Returns 1544 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1545 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1548 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1549 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special 1550 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1551 * player fire modes.
1585 */ 1552 */
1553int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1555{
1589 object *left, *bow; 1556 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1557 int bowspeed, mflags;
1592 mapstruct *m; 1558 maptile *m;
1593 1559
1594 if (!dir) { 1560 if (!dir)
1561 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1563 return 0;
1597 } 1564 }
1565
1598 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1600 else { 1568 else
1569 {
1601 for(bow=op->inv; bow; bow=bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1571 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1572 * don't need to switch back and forth between bows and weapons.
1604 */ 1573 */
1605 if(bow->type==BOW) 1574 if (bow->type == BOW)
1606 break; 1575 break;
1607 1576
1608 if (!bow) { 1577 if (!bow)
1578 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1580 return 0;
1611 } 1581 }
1612 } 1582 }
1583
1613 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1587 return 0;
1616 } 1588 }
1617 1589
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1591
1620 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1623 if (bowspeed < 1) 1596 if (bowspeed < 1)
1624 bowspeed = 1; 1597 bowspeed = 1;
1625 1598
1626 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1628 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1606 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1608 return 0;
1635 } 1609 }
1636 } 1610 }
1611
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1613 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1614 return 0;
1640 } 1615
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1617 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1619 return 0;
1644 } 1620 }
1645 1621
1646 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1623 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1624 {
1649 free_object(arrow); 1625 arrow->destroy ();
1650 return 0; 1626 return 0;
1651 } 1627 }
1652 1628
1653 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1631 if (!arrow)
1632 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1634 return 0;
1659 } 1635 }
1660 set_owner(arrow, op); 1636
1637 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1639 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1640
1667 if (op->type == PLAYER) { 1641 if (op->type == PLAYER)
1642 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1644 op->update_stats ();
1670 } 1645 }
1671 1646
1672 SET_ANIMATION(arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1678 1653
1679 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1680 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1681 */ 1656 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1687 /* update the speed */ 1660 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) + 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1663
1693 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1697 1666
1698 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1668 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1672
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1674 }
1675 else
1676 {
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1678 arrow->level = op->level;
1710 } 1679 }
1680
1711 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1683
1713 if (bow->slaying != NULL) 1684 if (bow->slaying)
1714 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1715 1686
1716 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1689
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1692
1724 if (!was_destroyed(arrow, tag)) 1693 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1694 move_arrow (arrow);
1726 1695
1727 if (op->type == PLAYER) { 1696 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1697 {
1698 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1730 else 1700 else
1731 esrv_send_item(op, left); 1701 esrv_send_item (op, left);
1732 } 1702 }
1703
1733 return 1; 1704 return 1;
1734} 1705}
1735 1706
1736/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1708 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1709 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1710 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1711 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1712 * hence the function name.
1742 */ 1713 */
1714int
1743int player_fire_bow(object *op, int dir) 1715player_fire_bow (object *op, int dir)
1744{ 1716{
1745 int ret=0, wcmod=0; 1717 int ret = 0, wcmod = 0;
1746 1718
1747 if (op->contr->bowtype == bow_bestarrow) { 1719 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1720 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 1722 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1726 wcmod = -1;
1727
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1729 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 1741
1765 } else { 1742 }
1743 else
1744 {
1766 /* Simple case */ 1745 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 1747 }
1769 return ret; 1748 return ret;
1770} 1749}
1771 1750
1772 1751
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1775 */ 1754 */
1755void
1776void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1777{ 1757{
1778 object *item; 1758 object *item;
1779 1759
1780 if (!op->contr->ranges[range_misc]) { 1760 if (!op->contr->ranges[range_misc])
1761 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1763 return;
1783 } 1764 }
1784 1765
1785 item = op->contr->ranges[range_misc]; 1766 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1767 if (!item->inv)
1768 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1769 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1770 return;
1789 } 1771 }
1790 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1791 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 1778 return;
1795 } 1779 }
1780 }
1796 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 1786 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1788 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 1790 return;
1806 } 1791 }
1807 } 1792 }
1808 1793
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1812 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1800 {
1813 object *tmp; 1801 object *tmp;
1802
1814 if (item->arch) { 1803 if (item->arch)
1804 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
1817 item->speed = 0; 1807 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1808 }
1809
1820 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1812 }
1823 } 1813 }
1824 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1815 drain_rod_charge (item);
1826 }
1827 } 1816 }
1828} 1817}
1829 1818
1830/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1831 */ 1820 */
1821void
1832void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1833 int spellcost=0; 1824 int spellcost = 0;
1834 1825
1835 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1837 1829
1838 switch(op->contr->shoottype) { 1830 switch (op->contr->shoottype)
1831 {
1839 case range_none: 1832 case range_none:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir);
1837 return;
1838
1839 case range_magic: /* Casting spells */
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1841 return;
1842
1843 case range_misc:
1844 fire_misc_object (op, dir);
1845 return;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1840 return; 1862 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 1863 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1876 default: 1869 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 1871 return;
1879 } 1872 }
1880} 1873}
1881 1874
1882 1875
1883 1876
1890 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1893 */ 1886 */
1894 1887
1888object *
1895object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1896{ 1890{
1897 object *tmp,*key; 1891 object *tmp, *key;
1898 1892
1899 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1894 if (container->inv == NULL)
1895 return NULL;
1901 1896
1902 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1905 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1907 */ 1904 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1906 break;
1910 } 1907 }
1911 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1911 * a key, return
1915 */ 1912 */
1916 if (!tmp) { 1913 if (!tmp)
1914 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1918 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 if ((key = find_key (pl, tmp, door)) != NULL)
1921 return key;
1921 } 1922 }
1922 } 1923 }
1924 if (!tmp)
1923 if (!tmp) return NULL; 1925 return NULL;
1924 } 1926 }
1925 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1928 * see if we actually want to use it
1927 */ 1929 */
1928 if (pl!=container) { 1930 if (pl != container)
1931 {
1929 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1931 /* cases where this fails: 1935 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1937 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1935 * containers can be used. 1939 * containers can be used.
1936 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1940 * 1944 *
1941 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1942 * all the others. 1946 * all the others.
1943 */ 1947 */
1944 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1951 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1954 return NULL;
1953 } 1955 }
1954 } 1956 }
1955 return tmp; 1957 return tmp;
1956} 1958}
1957 1959
1958/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1962 * such that the caller should not do anything more,
1961 * 0 otherwise 1963 * 0 otherwise
1962 */ 1964 */
1965static int
1963static int player_attack_door(object *op, object *door) 1966player_attack_door (object *op, object *door)
1964{ 1967{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
1969 */ 1971 */
1970 object *key=find_key(op, op, door); 1972 object *key = find_key (op, op, door);
1971 1973
1972 /* IF we found a key, do some extra work */ 1974 /* IF we found a key, do some extra work */
1973 if (key) { 1975 if (key)
1976 {
1974 object *container=key->env; 1977 object *container = key->env;
1975 1978
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1980 if (action_makes_visible (op))
1981 make_visible (op);
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op);
1979 if (door->type == DOOR) { 1984 if (door->type == DOOR)
1985 {
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 } 1987 }
1982 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1984 "You open the door with the %s", query_short_name(key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2(door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1992 }
1987 /* Do this after we print the message */ 1993 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1994 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1995 /* Need to update the weight the container the key was in */
1990 if (container != op) 1996 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 1997 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1998 return 1; /* Nothing more to do below */
1999 }
1993 } else if (door->type==LOCKED_DOOR) { 2000 else if (door->type == LOCKED_DOOR)
2001 {
1994 /* Might as well return now - no other way to open this */ 2002 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2004 return 1;
1997 } 2005 }
1998 return 0; 2006 return 0;
1999} 2007}
2000 2008
2001/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2006 */ 2014 */
2007 2015void
2008void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2009{ 2017{
2010 object *tmp, *mon; 2018 object *tmp, *mon;
2011 sint16 nx, ny; 2019 sint16 nx, ny;
2012 int on_battleground; 2020 int on_battleground;
2013 mapstruct *m; 2021 maptile *m;
2014 2022
2015 nx=freearr_x[dir]+op->x; 2023 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2024 ny = freearr_y[dir] + op->y;
2017 2025
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2019 2027
2020 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2035 * move_ob uses.
2028 */ 2036 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 } 2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2034 else m =op->map; 2046 m = op->map;
2035 2047
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2048 if (!(tmp = m->at (nx, ny).bot))
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2038 return; 2111 return;
2039 }
2040 2112
2041 mon = NULL; 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2042 /* Go through all the objects, and find ones of interest. Only stop if 2114 (void) push_ob (mon, dir, op);
2043 * we find a monster - that is something we know we want to attack. 2115 if (op->contr->tmp_invis || op->hide)
2044 * if its a door or barrel (can roll) see if there may be monsters 2116 make_visible (op);
2045 * on the space 2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't
2124 * attack them either.
2046 */ 2125 */
2047 while (tmp!=NULL) { 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2128#ifdef PROHIBIT_PLAYERKILL
2050 continue; 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2051 } 2142 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2143 else
2053 mon = tmp; 2144 new_draw_info (0, 0, op, "You withhold your attack");
2054 break; 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 {
2177 op->speed_left += op->speed / op->contr->weapon_sp;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2055 } 2180 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2181
2064 if(mon->head != NULL) 2182 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2183
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2184 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2185 * hitback, and doesn't loose luck either.
2069 2186 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2187 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2188 */
2077 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2190 {
2118 if (!op->contr->braced) { 2191 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2192
2120 (void) push_ob(mon,dir,op); 2193 mon->contr->has_hit = 1;
2121 } else { 2194 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2195 mon->stats.luck = luck;
2123 } 2196 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2197
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2198 if (action_makes_visible (op))
2133 } 2199 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2200 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2201 } /* if player should attack something */
2174} 2202}
2175 2203
2204int
2176int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2177 int pick; 2207 int pick;
2178 2208
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2220} 2252}
2221 2253
2222/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2255 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2257 * the new speed values for commands.
2226 * 2258 *
2227 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2228 */ 2260 */
2261int
2229int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2230{ 2263{
2231 if (op->contr->hidden) { 2264 if (op->contr->hidden)
2265 {
2232 op->invisible = 1000; 2266 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2268 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2236 */ 2270 */
2237 if (pticks & 2) op->invisible--; 2271 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2241 if(!op->invisible) { 2277 if (!op->invisible)
2278 {
2242 make_visible(op); 2279 make_visible (op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 } 2281 }
2245 } 2282 }
2246 2283
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2248 flee_player(op); 2286 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2287 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2251 op->speed_left--; 2290 op->speed_left--;
2252 return 0; 2291 return 0;
2253 } 2292 }
2254 } 2293 }
2255 2294
2256 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that 2296 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so 2297 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer. 2298 * put this in a a workaround to clean up the golem pointer.
2260 */ 2299 */
2261 if (op->contr->ranges[range_golem] && 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2302
2268 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2305 * called, so we recheck it here.
2271 */ 2306 */
2272 HandleClient(&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2308 return 1;
2274 2309
2310 if (op->speed_left > 0)
2311 {
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2276 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--; 2315 op->speed_left--;
2278 2316
2279 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2282 */ 2320 */
2283 move_player(op, op->direction); 2321 move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2322
2285 else return 0; 2323 return op->speed_left > 0;
2324 }
2286 } 2325 }
2326
2327 return 0;
2328}
2329
2330int
2331save_life (object *op)
2332{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2334 return 0;
2288}
2289 2335
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2300 "Your %s vibrates violently, then evaporates.", 2341
2301 query_name(tmp));
2302 if (op->contr) 2342 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2344
2305 free_object(tmp); 2345 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2307 if(op->stats.hp<0) 2348 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2309 if(op->stats.food<0) 2351 if (op->stats.food < 0)
2310 op->stats.food = 999; 2352 op->stats.food = 999;
2311 fix_player(op); 2353
2354 op->update_stats ();
2312 return 1; 2355 return 1;
2313 } 2356 }
2357
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2361 return 0;
2318} 2362}
2319 2363
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2364/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2365 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2366 * function will descend into containers. op is the object to start the search
2323 * from. 2367 * from.
2324 */ 2368 */
2369void
2325void remove_unpaid_objects(object *op, object *env) 2370remove_unpaid_objects (object *op, object *env)
2326{ 2371{
2327 object *next; 2372 object *next;
2328 2373
2329 while (op) { 2374 while (op)
2375 {
2330 next=op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2377
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2379 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2382
2383 op->insert_at (env);
2340 } 2384 }
2385 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2387
2342 op=next; 2388 op = next;
2343 } 2389 }
2344} 2390}
2345
2346 2391
2347/* 2392/*
2348 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2396 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2397 * but there isn't one in the server directory.
2353 */ 2398 */
2399char *
2354char *gravestone_text (object *op) 2400gravestone_text (object *op)
2355{ 2401{
2356 static char buf2[MAX_BUF]; 2402 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2403 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2404 time_t now = time (NULL);
2359 2405
2360 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2409 else
2364 sprintf (buf, "%s\n", &op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2413 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2416 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2420 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2421 if (op->type == PLAYER)
2422 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2425 strcat (buf2, buf);
2377 } 2426 }
2427
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2381 return buf2; 2432 return buf2;
2382} 2433}
2383 2434
2384 2435void
2385
2386void do_some_living(object *op) { 2436do_some_living (object *op)
2437{
2387 int last_food=op->stats.food; 2438 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2439 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2440 int over_hp, over_sp, over_grace;
2390 int i; 2441 int i;
2391 int rate_hp = 1200; 2442 int rate_hp = 1200;
2392 int rate_sp = 2500; 2443 int rate_sp = 2500;
2393 int rate_grace = 2000; 2444 int rate_grace = 2000;
2394 const int max_hp = 1; 2445 const int max_hp = 1;
2395 const int max_sp = 1; 2446 const int max_sp = 1;
2396 const int max_grace = 1; 2447 const int max_grace = 1;
2397 2448
2398 if (op->contr->outputs_sync) { 2449 if (op->contr->outputs_sync)
2450 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL &&
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2402 flush_output_element(op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2454 }
2404 2455
2405 if(op->contr->state==ST_PLAYING) { 2456 if (op->contr->ns->state == ST_PLAYING)
2406 2457 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2460 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2462 else
2463 {
2412 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2466 }
2467
2415 if(op->contr->gen_sp >= 0 ) 2468 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2470 else
2471 {
2418 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2474 }
2475
2421 if(op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2478 else
2479 {
2424 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2482 }
2427 2483
2428 /* Regenerate Spell Points */ 2484 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2488 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2489 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2490 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2491 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2452 } 2499 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2476 } else { 2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525
2526 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0)
2529 {
2530 if (op->stats.grace < op->stats.maxgrace / 2)
2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2533 if (max_grace > 1)
2534 {
2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2536 if (over_grace > 0)
2537 {
2538 op->stats.sp += over_grace
2539 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2540 op->last_grace = 0;
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 }
2547 else
2548 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2550 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2551 /* wearing stuff doesn't detract from grace generation. */
2480 } 2552 }
2481 2553
2482 /* Regenerate Hit Points */ 2554 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2555 if (--op->last_heal < 0)
2556 {
2484 if(op->stats.hp<op->stats.maxhp) { 2557 if (op->stats.hp < op->stats.maxhp)
2558 {
2485 op->stats.hp++; 2559 op->stats.hp++;
2486 /* dms do not consume food */ 2560 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2562 {
2563 op->stats.food--;
2489 if(op->contr->digestion<0) 2564 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2494 } 2588 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2589
2510 /* Digestion */ 2590 /* Digestion */
2511 if(--op->last_eat<0) { 2591 if (--op->last_eat < 0)
2592 {
2512#ifdef COZY_SERVER 2593#ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0, 2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2596#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2598#endif
2520 2599
2521 if(op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2602 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2525 /* dms do not consume food */ 2605 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2607 op->stats.food--;
2528 } 2608 }
2529 2609
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 {
2531 object *tmp, *flesh=NULL; 2612 object *tmp, *flesh = 0;
2532 2613
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2621 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2623 break;
2540 } 2624 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2625 else if (tmp->type == FLESH)
2626 flesh = tmp;
2542 } /* End if paid for object */ 2627 } /* End if paid for object */
2543 } /* end of for loop */ 2628 } /* end of for loop */
2629
2544 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2631 * eat flesh instead.
2546 */ 2632 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2636 manual_apply (op, flesh, 0);
2550 } 2637 }
2551 } /* end if player is starving */ 2638 }
2552 2639
2553 while(op->stats.food<0&&op->stats.hp>0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2555 2642
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2644 kill_player (op);
2645 }
2558} 2646}
2559
2560
2561 2647
2562/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2651 * file.
2566 */ 2652 */
2653void
2567void kill_player(object *op) 2654kill_player (object *op)
2568{ 2655{
2569 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2570 int x,y,i; 2657 int x, y;
2658
2659 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2661
2572 int z; 2662 /* int z;
2573 int num_stats_lose; 2663 int num_stats_lose;
2574 int lost_a_stat; 2664 int lost_a_stat;
2575 int lose_this_stat; 2665 int lose_this_stat;
2576 int this_stat; 2666 int this_stat; */
2577 int will_kill_again; 2667 int will_kill_again;
2578 archetype *at; 2668 archetype *at;
2579 object *tmp; 2669 object *tmp;
2580 2670
2581 if(save_life(op)) 2671 if (save_life (op))
2582 return; 2672 return;
2583 2673
2584 2674
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2676 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2677 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2678 */
2589 if (op_on_battleground(op, &x, &y)) { 2679 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2680 {
2591 "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2683
2594
2595 /* restore player */ 2684 /* restore player */
2596 at = find_archetype("poisoning"); 2685 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2687 {
2599 remove_ob(tmp); 2688 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690 }
2691
2692 at = archetype::find ("confusion");
2693 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2694 {
2603 2695 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2697 }
2611 2698
2612 cure_disease(op,0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2701 if (op->stats.food <= 0)
2615 2702 op->stats.food = 999;
2703
2616 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2706 {
2620 sprintf(buf,"%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2708 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2712 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2716 }
2717
2633 /* teleport defeated player to new destination*/ 2718 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2720 op->contr->braced = 0;
2636 return; 2721 return;
2637 } 2722 }
2638 2723
2639 INVOKE_PLAYER (DEATH, op->contr); 2724 INVOKE_PLAYER (DEATH, op->contr);
2640 2725
2641 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2642 2727
2643 if(op->stats.food<0) { 2728 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2729 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2731 strcpy (op->contr->killer, "starvation");
2652 } 2732 }
2653 else { 2733 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
2661 } 2735
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2737
2664 /* save the map location for corpse, gravestone*/ 2738 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2666 2742
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
2672 */ 2746 */
2673 2747
2674 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2750 * of death.
2677 */ 2751 */
2678#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2753 if (settings.balanced_stat_loss)
2754 {
2680 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2757 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2760 little bit harder. */
2686 /* GD */ 2761 /* GD */
2687 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2763 num_stats_lose = 1;
2693 } 2764 else
2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
2768 num_stats_lose = 1;
2769
2694 lost_a_stat = 0; 2770 lost_a_stat = 0;
2695 2771
2696 for (z=0; z<num_stats_lose; z++) { 2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2697 i = RANDOM() % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
2698 2775
2699 if (settings.stat_loss_on_death) { 2776 if (settings.stat_loss_on_death)
2777 {
2700 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2779 * what he lost.
2702 */ 2780 */
2703 change_attr_value(&(op->stats), i,-1); 2781 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2782 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2786 lost_a_stat = 1;
2709 } else { 2787 }
2788 else
2789 {
2710 /* deplete a stat */ 2790 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2791 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2713 2796 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2797 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2798 insert_ob_in_ob (dep, op);
2718 } 2799 }
2719 lose_this_stat = 1; 2800 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2801 if (settings.balanced_stat_loss)
2802 {
2721 /* GD */ 2803 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2804 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2805 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2806 if (this_stat < 0)
2807 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2809 int keep_chance = this_stat * this_stat;
2810
2727 /* Yes, I am paranoid. Sue me. */ 2811 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2812 if (keep_chance < 1)
2729 keep_chance = 1; 2813 keep_chance = 1;
2730 2814
2731 /* There is a maximum depletion total per level. */ 2815 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817 {
2733 lose_this_stat = 0; 2818 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2820 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2821 }
2745 } 2822 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2823 {
2755 if (this_stat>=-50) { 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2829 }
2762 } 2830 }
2763 } 2831 }
2764 } 2832
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2767 { 2843 {
2768 /* determine_god() seems to not work sometimes... why is this? 2844 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2845 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2847 op->update_stats ();
2774 " you.", god); 2848 lost_a_stat = 1;
2775 else 2849 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 2850 }
2851 }
2852 }
2853 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat)
2855 {
2856 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */
2858 const char *god = determine_god (op);
2859
2860 if (god && (strcmp (god, "none")))
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2862 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2867#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2868
2783 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2870 * exp loss on the stone.
2785 */ 2871 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2873 sprintf (buf, "%s's gravestone", &op->name);
2874 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2875 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2876 tmp->name_pl = buf;
2790 "who was killed\n" 2877 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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2878 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2879 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2881
2798 /**************************************/ 2882 /**************************************/
2799 /* */ 2883 /* */
2800 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
2803 /* */ 2887 /* */
2804 /**************************************/ 2888 /**************************************/
2805 2889
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2890 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2891 /* restore player */
2808 at = find_archetype("poisoning"); 2892 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2894
2811 remove_ob(tmp); 2895 if (tmp)
2812 free_object(tmp); 2896 {
2897 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2899 }
2815 2900
2816 at = find_archetype("confusion"); 2901 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2902 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2903 if (tmp)
2819 remove_ob(tmp); 2904 {
2820 free_object(tmp); 2905 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2907 }
2908
2823 cure_disease(op,0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
2824 2910
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2912 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2918
2832 /* 2919 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
2834 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map. 2922 * in the map.
2836 */ 2923 */
2837 2924
2838 if (is_in_shop (op)) 2925 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
2840 2927
2841 /****************************************/ 2928 /****************************************/
2842 /* */ 2929 /* */
2843 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
2845 /* */ 2932 /* */
2846 /****************************************/ 2933 /****************************************/
2847 2934
2848 enter_player_savebed(op); 2935 enter_player_savebed (op);
2849 2936
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2937 op->contr->braced = 0;
2854 save_player(op,1);
2855 2938
2856 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2942 * on the space that might harm the player.
2860 */ 2943 */
2861 will_kill_again=0; 2944 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
2865 } 2948
2866 if (will_kill_again) { 2949 if (will_kill_again)
2950 {
2867 object *force; 2951 object *force;
2868 int at; 2952 int at;
2869 2953
2870 force=get_archetype(FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2956 force->speed = 0.1;
2873 force->speed_left=-5.0; 2957 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2959 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2961 force->resist[at] = 100;
2962
2963 insert_ob_in_ob (force, op);
2964 op->update_stats ();
2965
2966 }
2967
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2969}
2970
2971void
2972loot_object (object *op)
2973{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next;
2975
2976 if (op->container)
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978
2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
2981 next = tmp->below;
2982
2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */
2990 loot_object (tmp);
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2993 {
2994 if (tmp->nrof > 1)
2995 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2999 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3000 else
2937 delete_character(op->name,1); 3001 tmp->destroy ();
2938 } 3002 }
2939 } 3003 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3005 }
2981} 3006}
2982 3007
2983/* 3008/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 3011 * was changed.
2987 */ 3012 */
2988 3013
3014void
2989void fix_weight(void) { 3015fix_weight (void)
2990 player *pl; 3016{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3017 for_all_players (pl)
3018 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
2993 if(old == sum) 3021 if (old == sum)
2994 continue; 3022 continue;
2995 fix_player(pl->ob); 3023 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3025 }
2999} 3026}
3000 3027
3028void
3001void fix_luck(void) { 3029fix_luck (void)
3002 player *pl; 3030{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3031 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3033 pl->ob->change_luck (0);
3006} 3034}
3007
3008 3035
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3012 */ 3039 */
3013
3014void 3040void
3015cast_dust (object * op, object * throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3016{ 3042{
3017 object *skop, *spob; 3043 object *skop, *spob;
3018 3044
3019 skop = find_skill_by_name (op, throw_ob->skill); 3045 skop = find_skill_by_name (op, throw_ob->skill);
3020 3046
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3049 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3050 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3051 return;
3027 } 3052 }
3028 3053
3029 spob = throw_ob->inv; 3054 spob = throw_ob->inv;
3030 3055
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3056 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3057 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3058 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3059 if (!spob)
3035 { 3060 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3061 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3062 return;
3039 } 3063 }
3040 3064
3041 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3067
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3069
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3071}
3050 3072
3073void
3051void make_visible (object *op) { 3074make_visible (object *op)
3075{
3052 op->hide = 0; 3076 op->hide = 0;
3053 op->invisible = 0; 3077 op->invisible = 0;
3054 if(op->type==PLAYER) { 3078 if (op->type == PLAYER)
3079 {
3055 op->contr->tmp_invis = 0; 3080 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3081 op->contr->invis_race = 0;
3057 } 3082 }
3058 update_object(op,UP_OBJ_FACE); 3083 update_object (op, UP_OBJ_FACE);
3059} 3084}
3060 3085
3086int
3061int is_true_undead(object *op) { 3087is_true_undead (object *op)
3088{
3062 object *tmp=NULL; 3089 object *tmp = NULL;
3063 3090
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3065 3093
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3094 return 0;
3071} 3095}
3072 3096
3073/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3099 * indicate greater hideability.
3076 */ 3100 */
3077 3101
3102int
3078int hideability(object *ob) { 3103hideability (object *ob)
3104{
3079 int i,level=0, mflag; 3105 int i, level = 0, mflag;
3080 sint16 x,y; 3106 sint16 x, y;
3081 3107
3082 if(!ob||!ob->map) return 0; 3108 if (!ob || !ob->map)
3109 return 0;
3083 3110
3084 /* so, on normal lighted maps, its hard to hide */ 3111 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3112 level = ob->map->darkness - 2;
3086 3113
3087 /* this also picks up whether the object is glowing. 3114 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3115 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3116 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3091 3119
3092 /* scan through all nearby squares for terrain to hide in */ 3120 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3129 level += 2;
3098 else /* open terrain! */ 3130 else /* open terrain! */
3099 level -= 1; 3131 level -= 1;
3100 } 3132 }
3101 3133
3102#if 0 3134#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3136#endif
3105 return level; 3137 return level;
3106} 3138}
3107 3139
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3140/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3141 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3142 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3144 */
3113 3145
3146void
3114void do_hidden_move (object *op) { 3147do_hidden_move (object *op)
3148{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3150 object *skop;
3117 3151
3118 if(!op || !op->map) return; 3152 if (!op || !op->map)
3153 return;
3119 3154
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3156
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3158 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3159 if (!skop || num >= skop->level)
3160 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3162 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3163 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3164 }
3165 else
3166 num += 20;
3167
3168 num += op->map->difficulty;
3169 hide = hideability (op); /* modify by terrain hidden level */
3170 num -= hide;
3171
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3174 make_visible (op);
3175 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 }
3138 else if (op->type == PLAYER && skop) { 3178 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3180}
3142 3181
3143/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3144 3183
3184int
3145int stand_near_hostile( object *who ) { 3185stand_near_hostile (object *who)
3186{
3146 object *tmp=NULL; 3187 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3189 maptile *m;
3149 sint16 x,y; 3190 sint16 x, y;
3150 3191
3151 if(!who) return 0; 3192 if (!who)
3193 return 0;
3152 3194
3153 if(who->type==PLAYER) player=1; 3195 if (who->type == PLAYER)
3196 player = 1;
3197
3198 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3200
3156 /* search adjacent squares */ 3201 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3202 for (i = 1; i < 9; i++)
3203 {
3158 x = who->x+freearr_x[i]; 3204 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3205 y = who->y + freearr_y[i];
3160 m = who->map; 3206 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3207 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3208 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3209 * blocked, don't need to check this space.
3164 */ 3210 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3211 if (mflags & P_OUT_OF_MAP)
3212 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3214 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3215
3169 if((player||friendly) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219 return 1;
3220 else if (tmp->type == PLAYER)
3221 {
3222 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3224 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3225 }
3178 } 3226 }
3179 } 3227 }
3180 return 0; 3228 return 0;
3181} 3229}
3182 3230
3183/* check the player los field for viewability of the 3231/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3232 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3233 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3240 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3241 * -b.t.
3194 * This function is now map tiling safe. 3242 * This function is now map tiling safe.
3195 */ 3243 */
3196 3244
3245int
3197int player_can_view (object *pl,object *op) { 3246player_can_view (object *pl, object *op)
3247{
3198 rv_vector rv; 3248 rv_vector rv;
3199 int dx,dy; 3249 int dx, dy;
3200 3250
3201 if(pl->type!=PLAYER) { 3251 if (pl->type != PLAYER)
3252 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3254 return -1;
3204 } 3255 }
3205 if (!pl || !op) return 0;
3206 3256
3207 if(op->head) { op = op->head; } 3257 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3258 return 0;
3259
3260 op = op->head_ ();
3261
3262 get_rangevector (pl, op, &rv, 0x1);
3263
3264 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any
3266 * part that is in the los array but isnt on
3267 * a blocked los square.
3268 * we use the archetype to figure out offsets.
3269 */
3270 while (op)
3271 {
3272 dx = rv.distance_x + op->arch->clone.x;
3273 dy = rv.distance_y + op->arch->clone.y;
3274
3275 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1;
3283 op = op->more;
3284 }
3285 return 0;
3231} 3286}
3232 3287
3233/* routine for both players and monsters. We call this when 3288/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3289 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3290 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3291 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3292 * return 0.
3238 */ 3293 */
3294int
3239int action_makes_visible (object *op) { 3295action_makes_visible (object *op)
3296{
3240 3297
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3301 return 0;
3244 3302
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3246 3305
3247 /* If monsters, they should become visible */ 3306 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3310 return 1;
3251 } 3311 }
3252 } 3312 }
3253 return 0; 3313 return 0;
3254} 3314}
3255 3315
3256/* op_on_battleground - checks if the given object op (usually 3316/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3317 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3319 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3320 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3321 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3322 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3323 */
3324int
3264int op_on_battleground (object *op, int *x, int *y) { 3325op_on_battleground (object *op, int *x, int *y)
3326{
3265 object *tmp; 3327 object *tmp;
3266 3328
3267 /* A battleground-tile needs the following attributes to be valid: 3329 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3332 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3333 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3334 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3341 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3342 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3280 object *invtmp; 3345 object *invtmp;
3346
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3348 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3284 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3353 return 1;
3354 }
3287 } 3355 }
3288 } 3356 }
3289 }
3290 if (x != NULL && y != NULL) 3357 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3359 return 1;
3360 }
3293 } 3361 }
3294 }
3295 } 3362 }
3296 /* If we got here, did not find a battleground */ 3363 /* If we got here, did not find a battleground */
3297 return 0; 3364 return 0;
3298} 3365}
3299 3366
3300/* 3367/*
3304 * attributes: 3371 * attributes:
3305 * object *who the dragon player 3372 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3373 * int atnr the attack-number of the ability focus
3307 * int level ability level 3374 * int level ability level
3308 */ 3375 */
3376void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3377dragon_ability_gain (object *who, int atnr, int level)
3378{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3379 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3380 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3381 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3382 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3383 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3384 int i = 0, j = 0;
3316 3385
3317 /* get the appropriate treasurelist */ 3386 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3387 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3388 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3389 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3390 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3391 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3392 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3393 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3394 trlist = find_treasurelist ("dragon_ability_poison");
3326 3395
3327 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3397 return;
3398
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3400
3401 if (!tr || !tr->item)
3402 {
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return;
3405 }
3406
3407 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone);
3409
3410 if (item->type == SPELL)
3411 {
3412 if (check_spell_known (who, item->name))
3328 return; 3413 return;
3329 3414
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3416 do_learn_spell (who, item, 0);
3332 3417 return;
3333 if (tr == NULL || tr->item == NULL) { 3418 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419
3420 /* grant direct spell */
3421 if (item->type == SPELLBOOK)
3422 {
3423 if (!item->inv)
3424 {
3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3426 return;
3427 }
3428 if (check_spell_known (who, item->inv->name))
3335 return; 3429 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3430 if (item->invisible)
3431 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3432 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3433 do_learn_spell (who, item->inv, 0);
3361 return; 3434 return;
3362 } 3435 }
3363 } 3436 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3439 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440 {
3366 3441
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3442 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3443 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3444 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3445 * but not all of them, he gets nothing.
3371 */ 3446 */
3372 if (!(skop->attacktype & item->attacktype)) { 3447 if (!(skop->attacktype & item->attacktype))
3448 {
3373 /* Give new attacktype */ 3449 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3450 skop->attacktype |= item->attacktype;
3375 3451
3376 /* always add physical if there's none */ 3452 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3453 skop->attacktype |= AT_PHYSICAL;
3378 3454
3379 if (item->msg != NULL) 3455 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3457
3382 /* Give player new face */ 3458 /* Give player new face */
3383 if (item->animation_id) { 3459 if (item->animation_id)
3460 {
3384 who->face = skop->face; 3461 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3462 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3463 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3464 who->last_anim = 0;
3388 who->state = 0; 3465 who->state = 0;
3389 animate_object(who, who->direction); 3466 animate_object (who, who->direction);
3390 } 3467 }
3391 } 3468 }
3392 } 3469 }
3393 } 3470 }
3394 else if (item->type == FORCE) { 3471 else if (item->type == FORCE)
3472 {
3395 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3474 object *skin;
3475
3397 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3479 ;
3401 3480
3481 if (!skin)
3482 return;
3483
3402 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3488
3406 /* print message */ 3489 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3490 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3492 {
3409 if(item->path_attuned & (1<<i)) { 3493 if (item->path_attuned & (1 << i))
3494 {
3410 if (j) 3495 if (j)
3411 strcat(buf," and "); 3496 strcat (buf, " and ");
3412 else 3497 else
3413 j = 1; 3498 j = 1;
3414 strcat(buf, spellpathnames[i]); 3499 strcat (buf, spellpathnames[i]);
3415 } 3500 }
3416 } 3501 }
3417 strcat(buf,"."); 3502 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3504 }
3420 3505
3421 /* evtl. adding flags: */ 3506 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3508 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3510 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3513
3429 /* print message if there is one */ 3514 /* print message if there is one */
3430 if (item->msg != NULL) 3515 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 }
3518 else
3432 } 3519 {
3433 else {
3434 /* generate misc. treasure */ 3520 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3521 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3523 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3440 } 3526 }
3441} 3527}
3442 3528
3443/** 3529/**
3444 * Unready an object for a player. This function does nothing if the object was 3530 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3531 * not readied.
3446 */ 3532 */
3533void
3447void player_unready_range_ob(player *pl, object *ob) { 3534player_unready_range_ob (player *pl, object *ob)
3535{
3448 rangetype i; 3536 rangetype i;
3449 3537
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3451 if (pl->ranges[i] == ob) { 3540 if (pl->ranges[i] == ob)
3541 {
3452 pl->ranges[i] = NULL; 3542 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3543 if (pl->shoottype == i)
3544 {
3454 pl->shoottype = range_none; 3545 pl->shoottype = range_none;
3455 } 3546 }
3456 } 3547 }
3457 } 3548 }
3458} 3549}

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