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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 204
206 if (!p) { 205 players.erase (this);
207 p = new player; 206}
208 207
209 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
210 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
211 * end of the list - there is in fact no compelling reason that 210void
212 * that needs to be done except for things like output of 211player::connect (client *ns)
213 * 'who'. 212{
214 */ 213 this->ns = ns;
215 player *tmp = first_player; 214 ns->pl = this;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 215
223 p->next = NULL; 216 run_on = 0;
224 } 217 fire_on = 0;
225 218
226 /* Clears basically the entire player structure except 219 ns->update_look = 0;
227 * for next and socket. 220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
228 */ 246 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
230 p->attachable_init (); //HACK 248 SET_FLAG (ob, FLAG_USE_SHIELD);
231 249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
232 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 325 * we deal with that below this point.
234 */ 326 */
235 p->party=NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 330
241#ifdef AUTOSAVE 331 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 332
243#endif 333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
244 351 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 352 ob->destroy_inv (false);
353 ob->destroy ();
246 354 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 355}
298 356
299 357player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 358{
303 strcpy(op->contr->maplevel, first_map_path); 359 /* Clear item stack */
304 op->x = -1; 360 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 361}
308 362
309/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
311 * mode. 365 * mode.
312 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
313 371
314int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 373 set_first_map (pl->ob);
329 374
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 375 return pl;
337} 376}
338 377
339/* 378/*
340 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 381 * Note: there MUST be at least one player archetype!
343 */ 382 */
383archetype *
344archetype *get_player_archetype(archetype* at) 384get_player_archetype (archetype *at)
345{ 385{
346 archetype *start = at; 386 archetype *start = at;
387
347 for (;;) { 388 for (;;)
389 {
348 if (at==NULL || at->next==NULL) 390 if (at == NULL || at->next == NULL)
349 at=first_archetype; 391 at = first_archetype;
350 else 392 else
351 at=at->next; 393 at = at->next;
394
352 if(at->clone.type==PLAYER) 395 if (at->clone.type == PLAYER)
353 return at; 396 return at;
397
354 if (at == start) { 398 if (at == start)
399 {
355 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 401 exit (-1);
357 } 402 }
358 } 403 }
359} 404}
360 405
361 406object *
362object *get_nearest_player(object *mon) { 407get_nearest_player (object *mon)
408{
363 object *op = NULL; 409 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 410 objectlink *ol;
366 unsigned lastdist; 411 unsigned lastdist;
367 rv_vector rv; 412 rv_vector rv;
368 413
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 {
370 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
374 */ 420 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
376 object *tmp=ol->ob; 423 object *tmp = ol->ob;
377 424
378 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 426 * itself will have been cleared.
380 */ 427 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
382 ol = ol->next; 430 ol = ol->next;
383 remove_friendly_object(tmp); 431 remove_friendly_object (tmp);
432 if (!ol)
384 if (!ol) return op; 433 return op;
385 } 434 }
386 435
387 /* Remove special check for player from this. First, it looks to cause 436 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 438 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 439 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 440 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 441 * on_same_map check, as can_detect_enemy also does this
393 */ 442 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 443 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 444 continue;
396 445
397 if(lastdist>rv.distance) { 446 if (lastdist > rv.distance)
447 {
398 op=ol->ob; 448 op = ol->ob;
399 lastdist=rv.distance; 449 lastdist = rv.distance;
400 } 450 }
401 } 451 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 452
453 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 454 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 455 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 456 {
410 } 457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
411#if 0 461#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 463#endif
414 return op; 464 return op;
415} 465}
416 466
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 467/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 468 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 469 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 485 * is probably not a good thing.
436 */ 486 */
437#define MAX_SPACES 50 487#define MAX_SPACES 50
438
439 488
440/* 489/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 505 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 506 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 507 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 508 * is blocking itself.
460 */ 509 */
510int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 511path_to_player (object *mon, object *pl, unsigned mindiff)
512{
462 rv_vector rv; 513 rv_vector rv;
463 sint16 x,y; 514 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 516 maptile *m, *lastmap;
466 517
467 get_rangevector(mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
468 519
469 if (rv.distance<mindiff) return 0; 520 if (rv.distance < mindiff)
521 return 0;
470 522
471 x=mon->x; 523 x = mon->x;
472 y=mon->y; 524 y = mon->y;
473 m=mon->map; 525 m = mon->map;
474 dir = rv.direction; 526 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 530 if (diff > max)
531 return 0;
479 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
480 lastx = x; 534 lastx = x;
481 lasty = y; 535 lasty = y;
482 lastmap = m; 536 lastmap = m;
483 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
485 539
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 542
489 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
492 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
494 */ 549 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
497 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 554 * the values so it will try again.
499 */ 555 */
500 x = lastx; 556 x = lastx;
501 y = lasty; 557 y = lasty;
502 m = lastmap; 558 m = lastmap;
503 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
504 } else { 561 else
562 {
505 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
506 * either the left or right. 564 * either the left or right.
507 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 569 * stepping back and forth
512 */ 570 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 576 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 583 * the last direction the creature has successfully
524 * moved. 584 * moved.
525 */ 585 */
526 586
527 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 589 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
535 598
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
537 } 601 }
538 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
540 */ 604 */
541 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 606 return 0;
543 diff--; 607 diff--;
544 lastdir=dir; 608 lastdir = dir;
545 max--; 609 max--;
546 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
547 } /* else check alternate directions */ 612 } /* else check alternate directions */
548 } /* if blocked */ 613 } /* if blocked */
549 else { 614 else
615 {
550 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
551 diff--; 617 diff--;
552 max--; 618 max--;
553 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
554 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623 if (diff <= 1)
555 } 624 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 625 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 626 * headed toward player for entire distance.
559 */ 627 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 630 }
563 if (diff>max) return 0; 631 if (diff > max)
632 return 0;
564 } 633 }
565 /* If we reached the max, didn't find a direction in time */ 634 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 635 if (!max)
636 return 0;
567 637
568 return firstdir; 638 return firstdir;
569} 639}
570 640
641void
571void give_initial_items(object *pl,treasurelist *items) { 642give_initial_items (object *pl, treasurelist * items)
643{
572 object *op,*next=NULL; 644 object *op, *next = NULL;
573 645
574 if(pl->randomitems!=NULL) 646 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 648
577 for (op=pl->inv; op; op=next) { 649 for (op = pl->inv; op; op = next)
650 {
578 next = op->below; 651 next = op->below;
579 652
580 /* Forces get applied per default, unless they have the 653 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 654 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 655 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 657 SET_FLAG (op, FLAG_APPLIED);
585 658
586 /* we never give weapons/armour if these cannot be used 659 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 660 * by this player due to race restrictions
588 */ 661 */
589 if (pl->type == PLAYER) { 662 if (pl->type == PLAYER)
663 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 669 {
600 } 670 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 671 continue;
620 } 672 }
621 if (op->nrof > 1) op->nrof = 1; 673 }
674
675 /* This really needs to be better - we should really give
676 * a substitute spellbook. The problem is that we don't really
677 * have a good idea what to replace it with (need something like
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */
681 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 682 {
683 object *tmp;
623 684
685 for (tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 {
691 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693 continue;
694 }
695
696 if (op->nrof > 1)
697 op->nrof = 1;
698 }
699
624 if (op->type == SPELLBOOK && op->inv) { 700 if (op->type == SPELLBOOK && op->inv)
701 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 703 }
627 704
628 /* Give starting characters identified, uncursed, and undamned 705 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 706 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 707 * merged properly.
631 */ 708 */
632 if (need_identify(op)) { 709 if (need_identify (op))
710 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 711 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
636 } 716 {
637 if(op->type==SPELL) { 717 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
641 } 721 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 723 op->stats.exp = 0;
645 op->level = 1; 724 op->level = 1;
646 } 725 }
647 /* lock all 'normal items by default */ 726 /* lock all 'normal items by default */
727 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 728 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 729 } /* for loop of objects in player inv */
650 730
651 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
652 link_player_skills(pl); 732 link_player_skills (pl);
653} 733}
654 734
655void get_name(object *op) { 735void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 736get_party_password (object *op, partylist *party)
737{
728 if (party == NULL) { 738 if (party == NULL)
739 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 741 return;
731 } 742 }
743
732 op->contr->write_buf[0]='\0'; 744 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 748}
737
738 749
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751static int
740int roll_stat(void) { 752roll_stat (void)
753{
741 int a[4],i,j,k; 754 int a[4], i, j, k;
742 755
743 for(i=0;i<4;i++) 756 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 757 a[i] = (int) RANDOM () % 6 + 1;
745 758
746 for(i=0,j=0,k=7;i<4;i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 760 if (a[i] < k)
748 k=a[i],j=i; 761 k = a[i], j = i;
749 762
750 for(i=0,k=0;i<4;i++) { 763 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 764 if (i != j)
752 k+=a[i]; 765 k += a[i];
753 } 766
754 return k; 767 return k;
755} 768}
756 769
757void roll_stats(object *op) { 770void
758 int sum=0; 771object::roll_stats ()
759 int i = 0, j = 0; 772{
760 int statsort[7]; 773 int statsort [7];
761 774
775 for (;;)
762 do { 776 {
763 op->stats.Str=roll_stat(); 777 int sum = 0;
764 op->stats.Dex=roll_stat(); 778 for (int i = 7; i--; )
765 op->stats.Int=roll_stat(); 779 sum += statsort [i] = roll_stat ();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
775 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 787
784 /* a quick and dirty bubblesort? */
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
803 795
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 796 stats.exp = 0;
815 op->stats.ac=0; 797 stats.ac = 0;
816 798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
817 op->contr->levhp[1] = 9; 805 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 806 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 807 contr->levgrace[1] = 3;
820 808
821 fix_player(op); 809 contr->orig_stats = stats;
810 }
811}
812
813void
814object::swap_stats (int a, int b)
815{
816 int tmp = get_attr_value (&contr->orig_stats, a);
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819
820 stats.Str = contr->orig_stats.Str;
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
822 op->stats.hp = op->stats.maxhp; 836 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
825 op->contr->orig_stats=op->stats; 846 contr->orig_stats = stats;
847 }
826} 848}
827 849
828void Roll_Again(object *op) 850static void
851start_info (object *op)
829{ 852{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
838 854
839 if ( op->contr->Swap_First == -1 ) { 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 859}
947 860
948/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
952 * not the class. 865 * not the class.
953 */ 866 */
954 867int
955int key_change_class(object *op, char key) 868key_change_class (object *op, char key)
956{ 869{
957 int tmp_loop; 870 int tmp_loop;
958 871
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') { 872 if (key == 'd' || key == 'D')
873 {
965 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
966 875
967 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 878
879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
882
971 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
973 885
974 op->contr->state=ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
975 887
976 if (op->msg) 888 if (op->msg)
977 op->msg=NULL; 889 op->msg = NULL;
978 890
979 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
980 * to save here. 892 * to save here.
981 */ 893 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 895 make_path_to_file (buf);
984 896
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 897 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 899 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 900 link_player_skills (op);
992 esrv_send_inventory(op, op); 901 esrv_send_inventory (op, op);
993 fix_player(op); 902 op->update_stats ();
994 903
995 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
996 * is one for this race 905 * is one for this race
997 */ 906 */
998 if(*first_map_ext_path) { 907 if (*first_map_ext_path)
908 {
999 object *tmp; 909 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 911
1003 first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 913 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1010 * default initial map */ 919 * default initial map */
1011 free_object(tmp); 920 tmp->destroy ();
921 }
1012 } else { 922 else
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 924
1015 return 0; 925 return 0;
1016 } 926 }
1017 927
1018 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1020 */ 930 */
1021 931
1022 tmp_loop = 0; 932 tmp_loop = 0;
1023 while(!tmp_loop) { 933 while (!tmp_loop)
934 {
1024 shstr name = op->name; 935 shstr name = op->name;
1025 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
937
1026 remove_statbonus(op); 938 op->remove_statbonus ();
1027 remove_ob (op); 939 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 940 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1030 op->instantiate (); 942 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1033 op->x = x; 945 op->x = x;
1034 op->y = y; 946 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 948 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 949 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 950 op->add_statbonus ();
1040 tmp_loop=allowed_class(op); 951 tmp_loop = allowed_class (op);
1041 } 952 }
953
1042 update_object(op,UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 955 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 956 op->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 959 op->stats.grace = 0;
960
1048 if (op->msg) 961 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0; 965 return 0;
1052} 966}
1053 967
1054int key_confirm_quit(object *op, char key) 968void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 969flee_player (object *op)
970{
1100 int dir,diff; 971 int dir, diff;
1101 rv_vector rv; 972 rv_vector rv;
1102 973
1103 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1014 return;
1107 } 1015 }
1108 1016
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1019 op->enemy = NULL;
1143} 1020}
1144 1021
1145 1022
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1025 * stop.
1149 */ 1026 */
1027int
1150int check_pick(object *op) { 1028check_pick (object *op)
1029{
1151 object *tmp, *next; 1030 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1031 int stop = 0;
1154 int j, k, wvratio; 1032 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1156 1034
1157
1158 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1160 return 1; 1037 return 1;
1161 1038
1162 op_tag = op->count;
1163
1164 next = op->below; 1039 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1040
1168 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1042 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1171 { 1044 {
1172 tmp = next; 1045 tmp = next;
1173 next = tmp->below; 1046 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1047
1177 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1178 return 0; 1049 return 0;
1179 1050
1180 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1181 continue; 1052 continue;
1182 1053
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1055 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1057 pick_up (op, tmp);
1187 continue; 1058 continue;
1188 } 1059 }
1189 1060
1190 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1192 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1193 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1194 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1195 return 1; 1070 return 1;
1071 case 2:
1196 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1197 return 0; 1073 return 0;
1074 case 3:
1198 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1199 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1200 break; 1078 break;
1079 case 5:
1201 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1202 stop = 1; 1081 stop = 1;
1203 break; 1082 break;
1204 case 6: 1083 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1085 pick_up (op, tmp);
1208 break; 1086 break;
1209 1087
1210 case 7: 1088 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1090 pick_up (op, tmp);
1213 break; 1091 break;
1214 1092
1215 default: 1093 default:
1216 /* use value density */ 1094 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1097 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1098 }
1249 } 1099 }
1250 } 1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1252 1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1253#if 0 1352#if 0
1254 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1256 { 1355 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1357 }
1259 { 1358 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1362#endif
1266 } 1363 continue;
1267 /* philosophy: 1364 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1365 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1367 }
1427 } /* the new pickup model */ 1368
1428 }
1429 return ! stop; 1369 return !stop;
1430} 1370}
1431 1371
1432/* 1372/*
1433 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1375 * found object is returned.
1436 */ 1376 */
1377object *
1437object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1438{ 1379{
1439 object *tmp = NULL; 1380 object *tmp = NULL;
1440 1381
1441 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1446 return op; 1386 return op;
1447 return tmp; 1387 return tmp;
1448} 1388}
1449 1389
1450/* 1390/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1395 */
1456 1396
1397object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1399{
1459 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1461 1402
1462 if (!type) 1403 if (!type)
1463 return NULL; 1404 return NULL;
1464 1405
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1468 i = 0; 1410 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1412 if (i > betterby)
1413 {
1471 tmp = ntmp; 1414 tmp = ntmp;
1472 betterby = i; 1415 betterby = i;
1473 } 1416 }
1417 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1475 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1422 {
1478 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1479 *better = 100; 1425 *better = 100;
1480 return arrow; 1426 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1427 }
1485 } else { 1428 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1429 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1430 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1432 }
1502 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1503 } 1456 }
1457 }
1504 } 1458 }
1505 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1460 return find_arrow (op, type);
1507 1461
1508 *better = betterby; 1462 *better = betterby;
1509 return tmp; 1463 return tmp;
1510} 1464}
1511 1465
1512/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1468 * op = the shooter
1515 * type = bow->race 1469 * type = bow->race
1516 * dir = fire direction 1470 * dir = fire direction
1517 */ 1471 */
1518 1472
1473object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1520{ 1475{
1521 object *tmp = NULL; 1476 object *tmp = NULL;
1522 mapstruct *m; 1477 maptile *m;
1523 int i, mflags, found, number; 1478 int i, mflags, found, number;
1524 sint16 x, y; 1479 sint16 x, y;
1525 1480
1526 if (op->map == NULL) 1481 if (op->map == NULL)
1527 return find_arrow(op, type); 1482 return find_arrow (op, type);
1528 1483
1529 /* do a dex check */ 1484 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1485 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1486 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1487 return find_arrow (op, type);
1533 1488
1534 m = op->map; 1489 m = op->map;
1535 x = op->x; 1490 x = op->x;
1536 y = op->y; 1491 y = op->y;
1537 1492
1538 /* find the first target */ 1493 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1494 for (i = 0, found = 0; i < 20; i++)
1495 {
1540 x += freearr_x[dir]; 1496 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1497 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1498 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 {
1544 tmp = NULL; 1501 tmp = NULL;
1502 break;
1503 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption.
1508 */
1509 tmp = NULL;
1510 break;
1511 }
1512 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1545 break; 1521 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1522 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1523 }
1563 if (tmp == NULL) 1524 if (tmp == NULL)
1564 return find_arrow(op, type); 1525 return find_arrow (op, type);
1565 1526
1566 if (tmp->head) 1527 if (tmp->head)
1567 tmp = tmp->head; 1528 tmp = tmp->head;
1568 1529
1569 return find_better_arrow(op, tmp, type, &i); 1530 return find_better_arrow (op, tmp, type, &i);
1570} 1531}
1571 1532
1572/* 1533/*
1573 * Creature fires a bow - op can be monster or player. Returns 1534 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1535 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1538 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1539 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1540 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1541 * player fire modes.
1581 */ 1542 */
1543int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1545{
1585 object *left, *bow; 1546 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1547 int bowspeed, mflags;
1588 mapstruct *m; 1548 maptile *m;
1589 1549
1590 if (!dir) { 1550 if (!dir)
1551 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1553 return 0;
1593 } 1554 }
1555
1594 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1596 else { 1558 else
1559 {
1597 for(bow=op->inv; bow; bow=bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1600 */ 1563 */
1601 if(bow->type==BOW) 1564 if (bow->type == BOW)
1602 break; 1565 break;
1603 1566
1604 if (!bow) { 1567 if (!bow)
1568 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1570 return 0;
1607 } 1571 }
1608 } 1572 }
1573
1609 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1577 return 0;
1612 } 1578 }
1613 1579
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1581
1616 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1619 if (bowspeed < 1) 1586 if (bowspeed < 1)
1620 bowspeed = 1; 1587 bowspeed = 1;
1621 1588
1622 if (arrow == NULL) { 1589 if (arrow == NULL)
1590 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1591 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 {
1624 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1596 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1598 return 0;
1631 } 1599 }
1632 } 1600 }
1601
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1603 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1604 return 0;
1636 } 1605
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1609 return 0;
1640 } 1610 }
1641 1611
1642 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1613 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1614 {
1645 free_object(arrow); 1615 arrow->destroy ();
1646 return 0; 1616 return 0;
1647 } 1617 }
1648 1618
1649 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1621 if (!arrow)
1622 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1624 return 0;
1655 } 1625 }
1656 set_owner(arrow, op); 1626
1627 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1629 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1630
1663 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1632 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1634 op->update_stats ();
1666 } 1635 }
1667 1636
1668 SET_ANIMATION(arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1674 1643
1675 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1645 * added to the damage. I think the strength bonus is more proper.
1677 */ 1646 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1683 /* update the speed */ 1650 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1653
1689 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1693 1656
1694 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1658 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1662
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1664 }
1665 else
1666 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1668 arrow->level = op->level;
1706 } 1669 }
1670
1707 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1709 if (bow->slaying != NULL) 1674 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1711 1676
1712 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1679
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1682
1720 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1684 move_arrow (arrow);
1722 1685
1723 if (op->type == PLAYER) { 1686 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1687 {
1688 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1726 else 1690 else
1727 esrv_send_item(op, left); 1691 esrv_send_item (op, left);
1728 } 1692 }
1693
1729 return 1; 1694 return 1;
1730} 1695}
1731 1696
1732/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1698 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1699 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1700 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1701 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1702 * hence the function name.
1738 */ 1703 */
1704int
1739int player_fire_bow(object *op, int dir) 1705player_fire_bow (object *op, int dir)
1740{ 1706{
1741 int ret=0, wcmod=0; 1707 int ret = 0, wcmod = 0;
1742 1708
1743 if (op->contr->bowtype == bow_bestarrow) { 1709 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1710 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1712 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1716 wcmod = -1;
1717
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1719 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1720 else if (op->contr->bowtype == bow_threewide)
1721 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1726 else if (op->contr->bowtype == bow_spreadshot)
1727 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1731
1761 } else { 1732 }
1733 else
1734 {
1762 /* Simple case */ 1735 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1737 }
1765 return ret; 1738 return ret;
1766} 1739}
1767 1740
1768 1741
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1742/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1743 * Broken apart from 'fire' to keep it more readable.
1771 */ 1744 */
1745void
1772void fire_misc_object(object *op, int dir) 1746fire_misc_object (object *op, int dir)
1773{ 1747{
1774 object *item; 1748 object *item;
1775 1749
1776 if (!op->contr->ranges[range_misc]) { 1750 if (!op->contr->ranges[range_misc])
1751 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1753 return;
1779 } 1754 }
1780 1755
1781 item = op->contr->ranges[range_misc]; 1756 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1757 if (!item->inv)
1758 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1760 return;
1785 } 1761 }
1786 if (item->type == WAND) { 1762 if (item->type == WAND)
1763 {
1787 if(item->stats.food<=0) { 1764 if (item->stats.food <= 0)
1765 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 1768 return;
1791 } 1769 }
1770 }
1792 } else if (item->type == ROD || item->type==HORN) { 1771 else if (item->type == ROD || item->type == HORN)
1772 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 1776 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1778 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 1780 return;
1802 } 1781 }
1803 } 1782 }
1804 1783
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1784 if (cast_spell (op, item, dir, item->inv, NULL))
1785 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1808 if (!(--item->stats.food)) { 1789 if (!(--item->stats.food))
1790 {
1809 object *tmp; 1791 object *tmp;
1792
1810 if (item->arch) { 1793 if (item->arch)
1794 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
1813 item->speed = 0; 1797 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1798 }
1799
1816 if ((tmp=is_player_inv(item))) 1800 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1802 }
1819 } 1803 }
1820 else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1805 drain_rod_charge (item);
1822 }
1823 } 1806 }
1824} 1807}
1825 1808
1826/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
1827 */ 1810 */
1811void
1828void fire(object *op,int dir) { 1812fire (object *op, int dir)
1813{
1829 int spellcost=0; 1814 int spellcost = 0;
1830 1815
1831 /* check for loss of invisiblity/hide */ 1816 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1833 1819
1834 switch(op->contr->shoottype) { 1820 switch (op->contr->shoottype)
1821 {
1835 case range_none: 1822 case range_none:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir);
1827 return;
1828
1829 case range_magic: /* Casting spells */
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1831 return;
1832
1833 case range_misc:
1834 fire_misc_object (op, dir);
1835 return;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1836 return; 1852 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 1853 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860 1854
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1872 default: 1860 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 1862 return;
1875 } 1863 }
1876} 1864}
1877 1865
1878 1866
1879 1867
1886 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1889 */ 1877 */
1890 1878
1879object *
1891object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1892{ 1881{
1893 object *tmp,*key; 1882 object *tmp, *key;
1894 1883
1895 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1885 if (container->inv == NULL)
1886 return NULL;
1897 1887
1898 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1901 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1903 */ 1895 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1897 break;
1906 } 1898 }
1907 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1902 * a key, return
1911 */ 1903 */
1912 if (!tmp) { 1904 if (!tmp)
1905 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907 {
1914 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1911 if ((key = find_key (pl, tmp, door)) != NULL)
1912 return key;
1917 } 1913 }
1918 } 1914 }
1915 if (!tmp)
1919 if (!tmp) return NULL; 1916 return NULL;
1920 } 1917 }
1921 /* We get down here if we have found a key. Now if its in a container, 1918 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1919 * see if we actually want to use it
1923 */ 1920 */
1924 if (pl!=container) { 1921 if (pl != container)
1922 {
1925 /* Only let players use keys in containers */ 1923 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1924 if (!pl->contr)
1925 return NULL;
1927 /* cases where this fails: 1926 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1927 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1928 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1929 * If the container is not active, return now since only active
1931 * containers can be used. 1930 * containers can be used.
1932 * If we only search keyrings and the container does not have 1931 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1932 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1933 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1934 * inv must have been an container and must have been active.
1936 * 1935 *
1937 * Change the color so that the message doesn't disappear with 1936 * Change the color so that the message doesn't disappear with
1938 * all the others. 1937 * all the others.
1939 */ 1938 */
1940 if (pl->contr->usekeys == key_inventory || 1939 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1942 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1945 return NULL;
1949 } 1946 }
1950 } 1947 }
1951 return tmp; 1948 return tmp;
1952} 1949}
1953 1950
1954/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1953 * such that the caller should not do anything more,
1957 * 0 otherwise 1954 * 0 otherwise
1958 */ 1955 */
1956static int
1959static int player_attack_door(object *op, object *door) 1957player_attack_door (object *op, object *door)
1960{ 1958{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1965 */ 1962 */
1966 object *key=find_key(op, op, door); 1963 object *key = find_key (op, op, door);
1967 1964
1968 /* IF we found a key, do some extra work */ 1965 /* IF we found a key, do some extra work */
1969 if (key) { 1966 if (key)
1967 {
1970 object *container=key->env; 1968 object *container = key->env;
1971 1969
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1971 if (action_makes_visible (op))
1972 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op);
1975 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1976 {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 } 1978 }
1978 else if(door->type==LOCKED_DOOR) { 1979 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1980 {
1980 "You open the door with the %s", query_short_name(key)); 1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1983 }
1983 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
1986 if (container != op) 1987 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
1989 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
1990 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 1995 return 1;
1993 } 1996 }
1994 return 0; 1997 return 0;
1995} 1998}
1996 1999
1997/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2002 */ 2005 */
2003 2006void
2004void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2005{ 2008{
2006 object *tmp, *mon; 2009 object *tmp, *mon;
2007 sint16 nx, ny; 2010 sint16 nx, ny;
2008 int on_battleground; 2011 int on_battleground;
2009 mapstruct *m; 2012 maptile *m;
2010 2013
2011 nx=freearr_x[dir]+op->x; 2014 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2015 ny = freearr_y[dir] + op->y;
2013 2016
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2015 2018
2016 /* If braced, or can't move to the square, and it is not out of the 2019 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2020 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2021 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2023 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2024 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2025 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2026 * move_ob uses.
2024 */ 2027 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 } 2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2030 else m =op->map; 2037 m = op->map;
2031 2038
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (!(tmp = m->at (nx, ny).bot))
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2040 return;
2041
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2034 return; 2102 return;
2035 }
2036 2103
2037 mon = NULL; 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2038 /* Go through all the objects, and find ones of interest. Only stop if 2105 (void) push_ob (mon, dir, op);
2039 * we find a monster - that is something we know we want to attack. 2106 if (op->contr->tmp_invis || op->hide)
2040 * if its a door or barrel (can roll) see if there may be monsters 2107 make_visible (op);
2041 * on the space 2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2042 */ 2116 */
2043 while (tmp!=NULL) { 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2119#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2130 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op);
2047 } 2133 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2134 else
2049 mon = tmp; 2135 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2136
2137 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced.
2143 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2146 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op))
2148 make_visible (op);
2149 }
2150
2151 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen.
2156 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 {
2168 op->speed_left += op->speed / op->contr->weapon_sp;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2051 } 2171 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2172
2060 if(mon->head != NULL) 2173 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2174
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2175 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2176 * hitback, and doesn't loose luck either.
2065 2177 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2178 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2179 */
2073 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2181 {
2114 if (!op->contr->braced) { 2182 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2183
2116 (void) push_ob(mon,dir,op); 2184 mon->contr->has_hit = 1;
2117 } else { 2185 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2186 mon->stats.luck = luck;
2119 } 2187 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2188
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2189 if (action_makes_visible (op))
2129 } 2190 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2191 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2192 } /* if player should attack something */
2170} 2193}
2171 2194
2195int
2172int move_player(object *op,int dir) { 2196move_player (object *op, int dir)
2197{
2173 int pick; 2198 int pick;
2174 2199
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2201 return 0;
2202
2203 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9))
2205 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0;
2208 }
2209
2210 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2213
2214 op->facing = dir;
2215
2216 if (op->hide)
2217 do_hidden_move (op);
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ;
2221 else if (op->contr->fire_on)
2222 fire (op, dir);
2223 else
2224 {
2225 move_player_attack (op, dir);
2226 pick = check_pick (op);
2227 }
2228
2229 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing.
2231 */
2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 op->direction = dir;
2234 else
2235 op->direction = 0;
2236
2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities
2239 * for players.
2240 */
2241 animate_object (op, op->facing);
2242 return 0;
2216} 2243}
2217 2244
2218/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2246 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2248 * the new speed values for commands.
2222 * 2249 *
2223 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2224 */ 2251 */
2252int
2225int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2226{ 2254{
2227 if (op->contr->hidden) { 2255 if (op->contr->hidden)
2256 {
2228 op->invisible = 1000; 2257 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2258 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2259 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2260 * alternate it here for it to work correctly.
2232 */ 2261 */
2233 if (pticks & 2) op->invisible--; 2262 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2237 if(!op->invisible) { 2268 if (!op->invisible)
2269 {
2238 make_visible(op); 2270 make_visible (op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2272 }
2241 } 2273 }
2242 2274
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2244 flee_player(op); 2277 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2247 op->speed_left--; 2281 op->speed_left--;
2248 return 0; 2282 return 0;
2249 } 2283 }
2250 } 2284 }
2251 2285
2252 /* I've been seeing crashes where the golem has been destroyed, but 2286 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that 2287 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so 2288 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer. 2289 * put this in a a workaround to clean up the golem pointer.
2256 */ 2290 */
2257 if (op->contr->ranges[range_golem] && 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2293
2264 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2296 * called, so we recheck it here.
2267 */ 2297 */
2268 HandleClient(&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2299 return 1;
2270 2300
2301 if (op->speed_left > 0)
2302 {
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2272 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2306 op->speed_left--;
2274 2307
2275 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2278 */ 2311 */
2279 move_player(op, op->direction); 2312 move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2313
2281 else return 0; 2314 return op->speed_left > 0;
2315 }
2282 } 2316 }
2317
2318 return 0;
2319}
2320
2321int
2322save_life (object *op)
2323{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2325 return 0;
2284}
2285 2326
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2332
2297 query_name(tmp));
2298 if (op->contr) 2333 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2335
2301 free_object(tmp); 2336 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2303 if(op->stats.hp<0) 2339 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2305 if(op->stats.food<0) 2342 if (op->stats.food < 0)
2306 op->stats.food = 999; 2343 op->stats.food = 999;
2307 fix_player(op); 2344
2345 op->update_stats ();
2308 return 1; 2346 return 1;
2309 } 2347 }
2348
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2352 return 0;
2314} 2353}
2315 2354
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2355/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2356 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2357 * function will descend into containers. op is the object to start the search
2319 * from. 2358 * from.
2320 */ 2359 */
2360void
2321void remove_unpaid_objects(object *op, object *env) 2361remove_unpaid_objects (object *op, object *env)
2322{ 2362{
2323 object *next; 2363 object *next;
2324 2364
2325 while (op) { 2365 while (op)
2366 {
2326 next=op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2368
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2370 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2373
2374 op->insert_at (env);
2336 } 2375 }
2376 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2338 op=next; 2379 op = next;
2339 } 2380 }
2340} 2381}
2341
2342 2382
2343/* 2383/*
2344 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2387 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2388 * but there isn't one in the server directory.
2349 */ 2389 */
2390char *
2350char *gravestone_text (object *op) 2391gravestone_text (object *op)
2351{ 2392{
2352 static char buf2[MAX_BUF]; 2393 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2394 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2395 time_t now = time (NULL);
2355 2396
2356 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2400 else
2360 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2404 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2407 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2411 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2412 if (op->type == PLAYER)
2413 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2416 strcat (buf2, buf);
2373 } 2417 }
2418
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2377 return buf2; 2423 return buf2;
2378} 2424}
2379 2425
2380 2426void
2381
2382void do_some_living(object *op) { 2427do_some_living (object *op)
2428{
2383 int last_food=op->stats.food; 2429 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2430 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2431 int over_hp, over_sp, over_grace;
2386 int i; 2432 int i;
2387 int rate_hp = 1200; 2433 int rate_hp = 1200;
2388 int rate_sp = 2500; 2434 int rate_sp = 2500;
2389 int rate_grace = 2000; 2435 int rate_grace = 2000;
2390 const int max_hp = 1; 2436 const int max_hp = 1;
2391 const int max_sp = 1; 2437 const int max_sp = 1;
2392 const int max_grace = 1; 2438 const int max_grace = 1;
2393 2439
2394 if (op->contr->outputs_sync) { 2440 if (op->contr->outputs_sync)
2441 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL &&
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2445 }
2400 2446
2401 if(op->contr->state==ST_PLAYING) { 2447 if (op->contr->ns->state == ST_PLAYING)
2402 2448 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2451 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2453 else
2454 {
2408 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2457 }
2458
2411 if(op->contr->gen_sp >= 0 ) 2459 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2461 else
2462 {
2414 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2465 }
2466
2417 if(op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2469 else
2470 {
2420 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2473 }
2423 2474
2424 /* Regenerate Spell Points */ 2475 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2479 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2480 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2481 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2482 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2448 } 2490 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2472 } else { 2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516
2517 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0)
2520 {
2521 if (op->stats.grace < op->stats.maxgrace / 2)
2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2524 if (max_grace > 1)
2525 {
2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2527 if (over_grace > 0)
2528 {
2529 op->stats.sp += over_grace
2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2531 op->last_grace = 0;
2532 }
2533 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 }
2538 else
2539 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2541 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2542 /* wearing stuff doesn't detract from grace generation. */
2476 } 2543 }
2477 2544
2478 /* Regenerate Hit Points */ 2545 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2546 if (--op->last_heal < 0)
2547 {
2480 if(op->stats.hp<op->stats.maxhp) { 2548 if (op->stats.hp < op->stats.maxhp)
2549 {
2481 op->stats.hp++; 2550 op->stats.hp++;
2482 /* dms do not consume food */ 2551 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2553 {
2554 op->stats.food--;
2485 if(op->contr->digestion<0) 2555 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2558 op->stats.food = last_food;
2559 }
2560 }
2561
2562 if (max_hp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2568 op->last_heal = 0;
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2574 }
2575 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 }
2490 } 2579 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2580
2506 /* Digestion */ 2581 /* Digestion */
2507 if(--op->last_eat<0) { 2582 if (--op->last_eat < 0)
2583 {
2508#ifdef COZY_SERVER 2584#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2587#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2589#endif
2516 2590
2517 if(op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2593 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2521 /* dms do not consume food */ 2596 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2598 op->stats.food--;
2524 } 2599 }
2525 2600
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 {
2527 object *tmp, *flesh=NULL; 2603 object *tmp, *flesh = 0;
2528 2604
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2612 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2614 break;
2536 } 2615 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2616 else if (tmp->type == FLESH)
2617 flesh = tmp;
2538 } /* End if paid for object */ 2618 } /* End if paid for object */
2539 } /* end of for loop */ 2619 } /* end of for loop */
2620
2540 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2622 * eat flesh instead.
2542 */ 2623 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2627 manual_apply (op, flesh, 0);
2546 } 2628 }
2547 } /* end if player is starving */ 2629 }
2548 2630
2549 while(op->stats.food<0&&op->stats.hp>0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2551 2633
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2635 kill_player (op);
2636 }
2554} 2637}
2555
2556
2557 2638
2558/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2642 * file.
2562 */ 2643 */
2644void
2563void kill_player(object *op) 2645kill_player (object *op)
2564{ 2646{
2565 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2566 int x,y,i; 2648 int x, y;
2649
2650 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2652
2568 int z; 2653 /* int z;
2569 int num_stats_lose; 2654 int num_stats_lose;
2570 int lost_a_stat; 2655 int lost_a_stat;
2571 int lose_this_stat; 2656 int lose_this_stat;
2572 int this_stat; 2657 int this_stat; */
2573 int will_kill_again; 2658 int will_kill_again;
2574 archetype *at; 2659 archetype *at;
2575 object *tmp; 2660 object *tmp;
2576 2661
2577 if(save_life(op)) 2662 if (save_life (op))
2578 return; 2663 return;
2579 2664
2580 2665
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2667 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2668 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2669 */
2585 if (op_on_battleground(op, &x, &y)) { 2670 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2671 {
2587 "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2674
2590
2591 /* restore player */ 2675 /* restore player */
2592 at = find_archetype("poisoning"); 2676 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2678 {
2595 remove_ob(tmp); 2679 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681 }
2682
2683 at = archetype::find ("confusion");
2684 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2685 {
2599 2686 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2688 }
2607 2689
2608 cure_disease(op,0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2692 if (op->stats.food <= 0)
2611 2693 op->stats.food = 999;
2694
2612 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2697 {
2616 sprintf(buf,"%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2699 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2703 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2707 }
2708
2629 /* teleport defeated player to new destination*/ 2709 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2711 op->contr->braced = 0;
2632 return; 2712 return;
2633 } 2713 }
2634 2714
2635 INVOKE_PLAYER (DEATH, op->contr); 2715 INVOKE_PLAYER (DEATH, op->contr);
2636 2716
2637 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2638 2718
2639 if(op->stats.food<0) { 2719 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2720 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2722 strcpy (op->contr->killer, "starvation");
2648 } 2723 }
2649 else { 2724 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2657 } 2726
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2728
2660 /* save the map location for corpse, gravestone*/ 2729 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2730 x = op->x;
2731 y = op->y;
2732 map = op->map;
2662 2733
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
2668 */ 2737 */
2669 2738
2670 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2741 * of death.
2673 */ 2742 */
2674#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2744 if (settings.balanced_stat_loss)
2745 {
2676 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2748 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2751 little bit harder. */
2682 /* GD */ 2752 /* GD */
2683 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2754 num_stats_lose = 1;
2689 } 2755 else
2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
2759 num_stats_lose = 1;
2760
2690 lost_a_stat = 0; 2761 lost_a_stat = 0;
2691 2762
2692 for (z=0; z<num_stats_lose; z++) { 2763 for (z = 0; z < num_stats_lose; z++)
2764 {
2693 i = RANDOM() % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
2694 2766
2695 if (settings.stat_loss_on_death) { 2767 if (settings.stat_loss_on_death)
2768 {
2696 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2770 * what he lost.
2698 */ 2771 */
2699 change_attr_value(&(op->stats), i,-1); 2772 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2773 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2777 lost_a_stat = 1;
2705 } else { 2778 }
2779 else
2780 {
2706 /* deplete a stat */ 2781 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2782 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2709 2787 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2788 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2789 insert_ob_in_ob (dep, op);
2714 } 2790 }
2715 lose_this_stat = 1; 2791 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2792 if (settings.balanced_stat_loss)
2793 {
2717 /* GD */ 2794 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2795 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2796 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2797 if (this_stat < 0)
2798 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2800 int keep_chance = this_stat * this_stat;
2801
2723 /* Yes, I am paranoid. Sue me. */ 2802 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2803 if (keep_chance < 1)
2725 keep_chance = 1; 2804 keep_chance = 1;
2726 2805
2727 /* There is a maximum depletion total per level. */ 2806 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808 {
2729 lose_this_stat = 0; 2809 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2811 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2812 }
2741 } 2813 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2814 {
2751 if (this_stat>=-50) { 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2820 }
2758 } 2821 }
2759 } 2822 }
2760 } 2823
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2763 { 2834 {
2764 /* determine_god() seems to not work sometimes... why is this? 2835 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2836 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2838 op->update_stats ();
2770 " you.", god); 2839 lost_a_stat = 1;
2771 else 2840 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2841 }
2842 }
2843 }
2844 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat)
2846 {
2847 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */
2849 const char *god = determine_god (op);
2850
2851 if (god && (strcmp (god, "none")))
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2853 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855 }
2856#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2858#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2859
2779 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2861 * exp loss on the stone.
2781 */ 2862 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2864 sprintf (buf, "%s's gravestone", &op->name);
2865 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2866 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2867 tmp->name_pl = buf;
2786 "who was killed\n" 2868 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);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2869 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2870 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2872
2794 /**************************************/ 2873 /**************************************/
2795 /* */ 2874 /* */
2796 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
2799 /* */ 2878 /* */
2800 /**************************************/ 2879 /**************************************/
2801 2880
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2881 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2882 /* restore player */
2804 at = find_archetype("poisoning"); 2883 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2884 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2885
2807 remove_ob(tmp); 2886 if (tmp)
2808 free_object(tmp); 2887 {
2888 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2890 }
2811 2891
2812 at = find_archetype("confusion"); 2892 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2894 if (tmp)
2815 remove_ob(tmp); 2895 {
2816 free_object(tmp); 2896 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2898 }
2899
2819 cure_disease(op,0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
2820 2901
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2903 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2909
2828 /* 2910 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
2830 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map. 2913 * in the map.
2832 */ 2914 */
2833 2915
2834 if (is_in_shop (op)) 2916 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
2836 2918
2837 /****************************************/ 2919 /****************************************/
2838 /* */ 2920 /* */
2839 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
2841 /* */ 2923 /* */
2842 /****************************************/ 2924 /****************************************/
2843 2925
2844 enter_player_savebed(op); 2926 enter_player_savebed (op);
2845 2927
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2928 op->contr->braced = 0;
2850 save_player(op,1);
2851 2929
2852 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2933 * on the space that might harm the player.
2856 */ 2934 */
2857 will_kill_again=0; 2935 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
2861 } 2939
2862 if (will_kill_again) { 2940 if (will_kill_again)
2941 {
2863 object *force; 2942 object *force;
2864 int at; 2943 int at;
2865 2944
2866 force=get_archetype(FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2947 force->speed = 0.1;
2869 force->speed_left=-5.0; 2948 force->speed_left = -5.0;
2870 SET_FLAG(force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2950 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2952 force->resist[at] = 100;
2953
2954 insert_ob_in_ob (force, op);
2955 op->update_stats ();
2956
2957 }
2958
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960}
2961
2962void
2963loot_object (object *op)
2964{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next;
2966
2967 if (op->container)
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969
2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
2972 next = tmp->below;
2973
2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y;
2979 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */
2981 loot_object (tmp);
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 {
2985 if (tmp->nrof > 1)
2986 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2990 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2991 else
2933 delete_character(op->name,1); 2992 tmp->destroy ();
2934 } 2993 }
2935 } 2994 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2996 }
2977} 2997}
2978 2998
2979/* 2999/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 3002 * was changed.
2983 */ 3003 */
2984 3004
3005void
2985void fix_weight(void) { 3006fix_weight (void)
2986 player *pl; 3007{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3008 for_all_players (pl)
3009 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
2989 if(old == sum) 3012 if (old == sum)
2990 continue; 3013 continue;
2991 fix_player(pl->ob); 3014 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3016 }
2995} 3017}
2996 3018
3019void
2997void fix_luck(void) { 3020fix_luck (void)
2998 player *pl; 3021{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3022 for_all_players (pl)
3000 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 3024 pl->ob->change_luck (0);
3002} 3025}
3003
3004 3026
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3008 */ 3030 */
3009
3010void 3031void
3011cast_dust (object * op, object * throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3012{ 3033{
3013 object *skop, *spob; 3034 object *skop, *spob;
3014 3035
3015 skop = find_skill_by_name (op, throw_ob->skill); 3036 skop = find_skill_by_name (op, throw_ob->skill);
3016 3037
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3040 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3041 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3042 return;
3023 } 3043 }
3024 3044
3025 spob = throw_ob->inv; 3045 spob = throw_ob->inv;
3026 3046
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3048 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3049 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3050 if (!spob)
3031 { 3051 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3053 return;
3035 } 3054 }
3036 3055
3037 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3058
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3060
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3062}
3046 3063
3064void
3047void make_visible (object *op) { 3065make_visible (object *op)
3066{
3048 op->hide = 0; 3067 op->hide = 0;
3049 op->invisible = 0; 3068 op->invisible = 0;
3050 if(op->type==PLAYER) { 3069 if (op->type == PLAYER)
3070 {
3051 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3072 op->contr->invis_race = 0;
3053 } 3073 }
3054 update_object(op,UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_FACE);
3055} 3075}
3056 3076
3077int
3057int is_true_undead(object *op) { 3078is_true_undead (object *op)
3079{
3058 object *tmp=NULL; 3080 object *tmp = NULL;
3059 3081
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3061 3084
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3085 return 0;
3067} 3086}
3068 3087
3069/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3090 * indicate greater hideability.
3072 */ 3091 */
3073 3092
3093int
3074int hideability(object *ob) { 3094hideability (object *ob)
3095{
3075 int i,level=0, mflag; 3096 int i, level = 0, mflag;
3076 sint16 x,y; 3097 sint16 x, y;
3077 3098
3078 if(!ob||!ob->map) return 0; 3099 if (!ob || !ob->map)
3100 return 0;
3079 3101
3080 /* so, on normal lighted maps, its hard to hide */ 3102 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3103 level = ob->map->darkness - 2;
3082 3104
3083 /* this also picks up whether the object is glowing. 3105 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3106 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3107 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3087 3110
3088 /* scan through all nearby squares for terrain to hide in */ 3111 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3120 level += 2;
3094 else /* open terrain! */ 3121 else /* open terrain! */
3095 level -= 1; 3122 level -= 1;
3096 } 3123 }
3097 3124
3098#if 0 3125#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3127#endif
3101 return level; 3128 return level;
3102} 3129}
3103 3130
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3131/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3132 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3133 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3135 */
3109 3136
3137void
3110void do_hidden_move (object *op) { 3138do_hidden_move (object *op)
3139{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3141 object *skop;
3113 3142
3114 if(!op || !op->map) return; 3143 if (!op || !op->map)
3144 return;
3115 3145
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3147
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3149 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3150 if (!skop || num >= skop->level)
3151 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3153 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3154 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3155 }
3156 else
3157 num += 20;
3158
3159 num += op->map->difficulty;
3160 hide = hideability (op); /* modify by terrain hidden level */
3161 num -= hide;
3162
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3165 make_visible (op);
3166 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 }
3134 else if (op->type == PLAYER && skop) { 3169 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3171}
3138 3172
3139/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3140 3174
3175int
3141int stand_near_hostile( object *who ) { 3176stand_near_hostile (object *who)
3177{
3142 object *tmp=NULL; 3178 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3180 maptile *m;
3145 sint16 x,y; 3181 sint16 x, y;
3146 3182
3147 if(!who) return 0; 3183 if (!who)
3184 return 0;
3148 3185
3149 if(who->type==PLAYER) player=1; 3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3191
3152 /* search adjacent squares */ 3192 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3193 for (i = 1; i < 9; i++)
3194 {
3154 x = who->x+freearr_x[i]; 3195 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3196 y = who->y + freearr_y[i];
3156 m = who->map; 3197 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3199 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3200 * blocked, don't need to check this space.
3160 */ 3201 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3205 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3206
3165 if((player||friendly) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210 return 1;
3211 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3215 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3216 }
3174 } 3217 }
3175 } 3218 }
3176 return 0; 3219 return 0;
3177} 3220}
3178 3221
3179/* check the player los field for viewability of the 3222/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3223 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3224 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3231 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3232 * -b.t.
3190 * This function is now map tiling safe. 3233 * This function is now map tiling safe.
3191 */ 3234 */
3192 3235
3236int
3193int player_can_view (object *pl,object *op) { 3237player_can_view (object *pl, object *op)
3238{
3194 rv_vector rv; 3239 rv_vector rv;
3195 int dx,dy; 3240 int dx, dy;
3196 3241
3197 if(pl->type!=PLAYER) { 3242 if (pl->type != PLAYER)
3243 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3245 return -1;
3200 } 3246 }
3201 if (!pl || !op) return 0;
3202 3247
3203 if(op->head) { op = op->head; } 3248 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3249 return 0;
3250
3251 op = op->head_ ();
3252
3253 get_rangevector (pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while (op)
3262 {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1;
3274 op = op->more;
3275 }
3276 return 0;
3227} 3277}
3228 3278
3229/* routine for both players and monsters. We call this when 3279/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3280 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3281 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3282 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3283 * return 0.
3234 */ 3284 */
3285int
3235int action_makes_visible (object *op) { 3286action_makes_visible (object *op)
3287{
3236 3288
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3292 return 0;
3240 3293
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3242 3296
3243 /* If monsters, they should become visible */ 3297 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3301 return 1;
3247 } 3302 }
3248 } 3303 }
3249 return 0; 3304 return 0;
3250} 3305}
3251 3306
3252/* op_on_battleground - checks if the given object op (usually 3307/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3308 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3310 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3313 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3314 */
3315int
3260int op_on_battleground (object *op, int *x, int *y) { 3316op_on_battleground (object *op, int *x, int *y)
3317{
3261 object *tmp; 3318 object *tmp;
3262 3319
3263 /* A battleground-tile needs the following attributes to be valid: 3320 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3323 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3324 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3325 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3332 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3333 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3276 object *invtmp; 3336 object *invtmp;
3337
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3339 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3280 if (x != NULL && y != NULL) 3342 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3344 return 1;
3345 }
3283 } 3346 }
3284 } 3347 }
3285 }
3286 if (x != NULL && y != NULL) 3348 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3350 return 1;
3351 }
3289 } 3352 }
3290 }
3291 } 3353 }
3292 /* If we got here, did not find a battleground */ 3354 /* If we got here, did not find a battleground */
3293 return 0; 3355 return 0;
3294} 3356}
3295 3357
3296/* 3358/*
3300 * attributes: 3362 * attributes:
3301 * object *who the dragon player 3363 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3364 * int atnr the attack-number of the ability focus
3303 * int level ability level 3365 * int level ability level
3304 */ 3366 */
3367void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3368dragon_ability_gain (object *who, int atnr, int level)
3369{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3370 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3371 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3372 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3373 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3374 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3375 int i = 0, j = 0;
3312 3376
3313 /* get the appropriate treasurelist */ 3377 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3378 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3379 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3380 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3381 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3382 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3383 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3384 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3385 trlist = find_treasurelist ("dragon_ability_poison");
3322 3386
3323 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3388 return;
3389
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391
3392 if (!tr || !tr->item)
3393 {
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return;
3396 }
3397
3398 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone);
3400
3401 if (item->type == SPELL)
3402 {
3403 if (check_spell_known (who, item->name))
3324 return; 3404 return;
3325 3405
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3407 do_learn_spell (who, item, 0);
3328 3408 return;
3329 if (tr == NULL || tr->item == NULL) { 3409 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3410
3411 /* grant direct spell */
3412 if (item->type == SPELLBOOK)
3413 {
3414 if (!item->inv)
3415 {
3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417 return;
3418 }
3419 if (check_spell_known (who, item->inv->name))
3331 return; 3420 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3421 if (item->invisible)
3422 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3423 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3424 do_learn_spell (who, item->inv, 0);
3357 return; 3425 return;
3358 } 3426 }
3359 } 3427 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3430 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431 {
3362 3432
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3434 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3435 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3436 * but not all of them, he gets nothing.
3367 */ 3437 */
3368 if (!(skop->attacktype & item->attacktype)) { 3438 if (!(skop->attacktype & item->attacktype))
3439 {
3369 /* Give new attacktype */ 3440 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3441 skop->attacktype |= item->attacktype;
3371 3442
3372 /* always add physical if there's none */ 3443 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3444 skop->attacktype |= AT_PHYSICAL;
3374 3445
3375 if (item->msg != NULL) 3446 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3448
3378 /* Give player new face */ 3449 /* Give player new face */
3379 if (item->animation_id) { 3450 if (item->animation_id)
3451 {
3380 who->face = skop->face; 3452 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3453 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3454 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3455 who->last_anim = 0;
3384 who->state = 0; 3456 who->state = 0;
3385 animate_object(who, who->direction); 3457 animate_object (who, who->direction);
3386 } 3458 }
3387 } 3459 }
3388 } 3460 }
3389 } 3461 }
3390 else if (item->type == FORCE) { 3462 else if (item->type == FORCE)
3463 {
3391 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3465 object *skin;
3466
3393 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3470 ;
3397 3471
3472 if (!skin)
3473 return;
3474
3398 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3479
3402 /* print message */ 3480 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3481 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483 {
3405 if(item->path_attuned & (1<<i)) { 3484 if (item->path_attuned & (1 << i))
3485 {
3406 if (j) 3486 if (j)
3407 strcat(buf," and "); 3487 strcat (buf, " and ");
3408 else 3488 else
3409 j = 1; 3489 j = 1;
3410 strcat(buf, spellpathnames[i]); 3490 strcat (buf, spellpathnames[i]);
3411 } 3491 }
3412 } 3492 }
3413 strcat(buf,"."); 3493 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3495 }
3416 3496
3417 /* evtl. adding flags: */ 3497 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3499 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3501 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3504
3425 /* print message if there is one */ 3505 /* print message if there is one */
3426 if (item->msg != NULL) 3506 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 }
3509 else
3428 } 3510 {
3429 else {
3430 /* generate misc. treasure */ 3511 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3512 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3514 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3516 esrv_send_item (who, tmp);
3436 } 3517 }
3437} 3518}
3438 3519
3439/** 3520/**
3440 * Unready an object for a player. This function does nothing if the object was 3521 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3522 * not readied.
3442 */ 3523 */
3524void
3443void player_unready_range_ob(player *pl, object *ob) { 3525player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3526{
3445
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3447 if (pl->ranges[i] == ob) { 3528 if (pl->ranges[i] == ob)
3529 {
3448 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3449 if (pl->shoottype == i) { 3531 if (pl->shoottype == i)
3450 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3451 }
3452 } 3533 }
3453 }
3454} 3534}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines