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Comparing deliantra/server/server/player.C (file contents):
Revision 1.4 by root, Fri Aug 25 17:11:53 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 1.4 2006/08/25 17:11:53 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 player *tmp; 206}
208 207
209 p = (player *) malloc(sizeof(player)); 208// connect the player with a specific client
210 if(p==NULL) 209// also changed, rationalises, and fixes some incorrect settings
211 fatal(OUT_OF_MEMORY); 210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
212 215
213 /* This adds the player in the linked list. There is extra 216 run_on = 0;
214 * complexity here because we want to add the new player at the 217 fire_on = 0;
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 218
227 p->next = NULL; 219 ns->update_look = 0;
228 } 220 ns->look_position = 0;
229 221
230 /* Clears basically the entire player structure except 222 clear_los (ob);
231 * for next and socket. 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.
232 */ 246 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
234 sizeof(player) - offsetof(player, ob)); 248 SET_FLAG (ob, FLAG_USE_SHIELD);
235 249
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{
236 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 325 * we deal with that below this point.
238 */ 326 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 330
245#ifdef AUTOSAVE 331 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 332
247#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)
248 351 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 352 ob->destroy_inv (false);
353 ob->destroy ();
250 354 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 355}
302 356
303 357player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 358{
307 strcpy(op->contr->maplevel, first_map_path); 359 /* Clear item stack */
308 op->x = -1; 360 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 361}
312 362
313/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
315 * mode. 365 * mode.
316 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
317 371
318int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 373 set_first_map (pl->ob);
333 374
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 375 return pl;
341} 376}
342 377
343/* 378/*
344 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 381 * Note: there MUST be at least one player archetype!
347 */ 382 */
383archetype *
348archetype *get_player_archetype(archetype* at) 384get_player_archetype (archetype *at)
349{ 385{
350 archetype *start = at; 386 archetype *start = at;
387
351 for (;;) { 388 for (;;)
389 {
352 if (at==NULL || at->next==NULL) 390 if (at == NULL || at->next == NULL)
353 at=first_archetype; 391 at = first_archetype;
354 else 392 else
355 at=at->next; 393 at = at->next;
394
356 if(at->clone.type==PLAYER) 395 if (at->clone.type == PLAYER)
357 return at; 396 return at;
397
358 if (at == start) { 398 if (at == start)
399 {
359 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 401 exit (-1);
361 } 402 }
362 } 403 }
363} 404}
364 405
365 406object *
366object *get_nearest_player(object *mon) { 407get_nearest_player (object *mon)
408{
367 object *op = NULL; 409 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 410 objectlink *ol;
370 unsigned lastdist; 411 unsigned lastdist;
371 rv_vector rv; 412 rv_vector rv;
372 413
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
378 */ 420 */
379 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 {
380 object *tmp=ol->ob; 423 object *tmp = ol->ob;
381 424
382 /* 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
383 * itself will have been cleared. 426 * itself will have been cleared.
384 */ 427 */
385 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 ());
386 ol = ol->next; 430 ol = ol->next;
387 remove_friendly_object(tmp); 431 remove_friendly_object (tmp);
388 if (!ol) return op; 432 if (!ol)
389 } 433 return op;
434 }
390 435
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 438 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 439 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 440 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 441 * on_same_map check, as can_detect_enemy also does this
397 */ 442 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 443 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 444 continue;
400 445
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 446 if (lastdist > rv.distance)
410 op=pl->ob; 447 {
448 op = ol->ob;
411 lastdist=rv.distance; 449 lastdist = rv.distance;
450 }
412 } 451 }
413 } 452
414 } 453 for_all_players (pl)
454 if (can_detect_enemy (mon, pl->ob, &rv))
455 if (lastdist > rv.distance)
456 {
457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
415#if 0 461#if 0
416 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)");
417#endif 463#endif
418 return op; 464 return op;
419} 465}
420 466
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 469 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 485 * is probably not a good thing.
440 */ 486 */
441#define MAX_SPACES 50 487#define MAX_SPACES 50
442
443 488
444/* 489/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 505 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 506 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 507 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 508 * is blocking itself.
464 */ 509 */
510int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 511path_to_player (object *mon, object *pl, unsigned mindiff)
512{
466 rv_vector rv; 513 rv_vector rv;
467 sint16 x,y; 514 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 516 maptile *m, *lastmap;
470 517
471 get_rangevector(mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
472 519
473 if (rv.distance<mindiff) return 0; 520 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 521 return 0;
726}
727 522
728void confirm_password(object *op) { 523 x = mon->x;
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529 /* If we can't solve it within the search distance, return now. */
530 if (diff > max)
531 return 0;
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
729 539
730 op->contr->write_buf[0]='\0'; 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623 if (diff <= 1)
624 {
625 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance.
627 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630 }
631 if (diff > max)
632 return 0;
633 }
634 /* If we reached the max, didn't find a direction in time */
635 if (!max)
636 return 0;
637
638 return firstdir;
639}
640
641void
642give_initial_items (object *pl, treasurelist * items)
643{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648
649 for (op = pl->inv; op; op = next)
650 {
651 next = op->below;
652
653 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way
655 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657 SET_FLAG (op, FLAG_APPLIED);
658
659 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions
661 */
662 if (pl->type == PLAYER)
663 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665 (op->type == ARMOUR || op->type == BOOTS ||
666 op->type == CLOAK || op->type == HELMET ||
667 op->type == SHIELD || op->type == GLOVES ||
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 {
670 op->destroy ();
671 continue;
672 }
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)
682 {
683 object *tmp;
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
700 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704
705 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be
707 * merged properly.
708 */
709 if (need_identify (op))
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */
730
731 /* Need to set up the skill pointers */
732 link_player_skills (pl);
733}
734
735void
735void get_party_password(object *op, partylist *party) { 736get_party_password (object *op, partylist *party)
737{
736 if (party == NULL) { 738 if (party == NULL)
739 {
737 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);
738 return; 741 return;
739 } 742 }
743
740 op->contr->write_buf[0]='\0'; 744 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
743 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:");
744} 748}
745
746 749
747/* 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
748int roll_stat(void) { 752roll_stat (void)
753{
749 int a[4],i,j,k; 754 int a[4], i, j, k;
750 755
751 for(i=0;i<4;i++) 756 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 757 a[i] = (int) RANDOM () % 6 + 1;
753 758
754 for(i=0,j=0,k=7;i<4;i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 760 if (a[i] < k)
756 k=a[i],j=i; 761 k = a[i], j = i;
757 762
758 for(i=0,k=0;i<4;i++) { 763 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 764 if (i != j)
760 k+=a[i]; 765 k += a[i];
761 } 766
762 return k; 767 return k;
763} 768}
764 769
765void roll_stats(object *op) { 770void
766 int sum=0; 771object::roll_stats ()
767 int i = 0, j = 0; 772{
768 int statsort[7]; 773 int statsort [7];
769 774
775 for (;;)
770 do { 776 {
771 op->stats.Str=roll_stat(); 777 int sum = 0;
772 op->stats.Dex=roll_stat(); 778 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 779 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
783 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 787
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
811 795
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 796 stats.exp = 0;
823 op->stats.ac=0; 797 stats.ac = 0;
824 798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
825 op->contr->levhp[1] = 9; 805 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 806 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 807 contr->levgrace[1] = 3;
828 808
829 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
830 op->stats.hp = op->stats.maxhp; 836 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 846 contr->orig_stats = stats;
847 }
834} 848}
835 849
836void Roll_Again(object *op) 850static void
851start_info (object *op)
837{ 852{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
846 854
847 if ( op->contr->Swap_First == -1 ) { 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 859}
955 860
956/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
960 * not the class. 865 * not the class.
961 */ 866 */
962 867int
963int key_change_class(object *op, char key) 868key_change_class (object *op, char key)
964{ 869{
965 int tmp_loop; 870 int tmp_loop;
966 871
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 872 if (key == 'd' || key == 'D')
873 {
973 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
974 875
975 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 878
879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
882
979 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
981 885
982 op->contr->state=ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
983 887
984 if (op->msg) { 888 if (op->msg)
985 free_string(op->msg);
986 op->msg=NULL; 889 op->msg = NULL;
987 }
988 890
989 /* 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
990 * to save here. 892 * to save here.
991 */ 893 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
993 make_path_to_file(buf); 895 make_path_to_file (buf);
994 896
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 897 start_info (op);
999 CLEAR_FLAG(op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 899 give_initial_items (op, op->randomitems);
1001 link_player_skills(op); 900 link_player_skills (op);
1002 esrv_send_inventory(op, op); 901 esrv_send_inventory (op, op);
1003 fix_player(op); 902 op->update_stats ();
1004 903
1005 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1006 * is one for this race 905 * is one for this race
1007 */ 906 */
1008 if(*first_map_ext_path) { 907 if (*first_map_ext_path)
908 {
1009 object *tmp; 909 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s", 911
1013 first_map_ext_path, op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1014 tmp=get_object(); 913 tmp = object::create ();
1015 EXIT_PATH(tmp) = add_string(mapname); 914 EXIT_PATH (tmp) = mapname;
1016 EXIT_X(tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1017 EXIT_Y(tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1018 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;
1019 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1020 * default initial map */ 919 * default initial map */
1021 free_object(tmp); 920 tmp->destroy ();
921 }
1022 } else { 922 else
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1024 }
1025 return 0;
1026 }
1027 924
925 return 0;
926 }
927
1028 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1030 */ 930 */
1031 931
1032 tmp_loop = 0; 932 tmp_loop = 0;
1033 while(!tmp_loop) { 933 while (!tmp_loop)
1034 const char *name = add_string (op->name); 934 {
935 shstr name = op->name;
1035 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1036 remove_statbonus(op); 937
1037 remove_ob (op); 938 op->remove_statbonus ();
939 op->remove ();
1038 op->arch = get_player_archetype(op->arch); 940 op->arch = get_player_archetype (op->arch);
1039 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
942 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 944 op->name = op->name_pl = name;
1042 op->name = name; 945 op->x = x;
1043 free_string(op->name_pl); 946 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 948 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 949 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 950 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 951 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 952 }
953
1056 update_object(op,UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 955 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 956 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 959 op->stats.grace = 0;
960
1062 if (op->msg) 961 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
1064 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");
1065 return 0; 965 return 0;
1066} 966}
1067 967
1068int key_confirm_quit(object *op, char key) 968void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 969flee_player (object *op)
970{
1114 int dir,diff; 971 int dir, diff;
1115 rv_vector rv; 972 rv_vector rv;
1116 973
1117 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 978 return;
1121 } 979 }
1122 980
1123 if(op->enemy==NULL) { 981 if (op->enemy == NULL)
982 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 983 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 985 return;
1127 } 986 }
1128 987
1129 /* Seen some crashes here. Since we don't store an 988 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 989 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 990 * actual enemy, and the object is recycled.
1132 */ 991 */
1133 if (op->enemy->map == NULL) { 992 if (op->enemy->map == NULL)
993 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 995 op->enemy = NULL;
1136 return; 996 return;
1137 } 997 }
1138 998
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1140 op->enemy=NULL; 1001 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1003 return;
1143 } 1004 }
1005
1144 get_rangevector(op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1145 1007
1146 dir=absdir(4+rv.direction); 1008 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1009 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 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)))
1014 return;
1015 }
1016
1154 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1019 op->enemy = NULL;
1157} 1020}
1158 1021
1159 1022
1160/* 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.
1161 * 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
1162 * stop. 1025 * stop.
1163 */ 1026 */
1027int
1164int check_pick(object *op) { 1028check_pick (object *op)
1029{
1165 object *tmp, *next; 1030 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1031 int stop = 0;
1168 int j, k, wvratio; 1032 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1170 1034
1171
1172 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1174 return 1; 1037 return 1;
1175 1038
1176 op_tag = op->count;
1177
1178 next = op->below; 1039 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1040
1182 /* 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
1183 * destroyed */ 1042 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1185 { 1044 {
1186 tmp = next; 1045 tmp = next;
1187 next = tmp->below; 1046 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1047
1191 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1192 return 0; 1049 return 0;
1193 1050
1194 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1195 continue; 1052 continue;
1196 1053
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1055 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1057 pick_up (op, tmp);
1201 continue; 1058 continue;
1202 } 1059 }
1203 1060
1204 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1206 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1065 {
1208 case 1: pick_up (op, tmp); 1066 case 0:
1209 return 1; 1067 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1068 case 1:
1211 return 0; 1069 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1070 return 1;
1213 case 4: pick_up (op, tmp); 1071 case 2:
1214 break; 1072 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1073 return 0;
1216 stop = 1; 1074 case 3:
1217 break; 1075 return 0; /* stop before pickup */
1218 case 6: 1076 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1221 pick_up(op, tmp); 1079 case 5:
1222 break; 1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1223 1087
1224 case 7: 1088 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1090 pick_up (op, tmp);
1227 break; 1091 break;
1228 1092
1229 default: 1093 default:
1230 /* use value density */ 1094 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1234 >= op->contr->mode) 1098 }
1235 pick_up(op,tmp); 1099 }
1236 } 1100 else
1237 } 1101 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1241 { 1104 {
1242 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (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
1253 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1254 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1255 { 1118 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1257 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1259 { 1122 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1262 } 1125 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 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);
1267#if 0 1352#if 0
1268 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1270 { 1355 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1357 }
1273 { 1358 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1280 } 1367 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1368
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1369 return !stop;
1444} 1370}
1445 1371
1446/* 1372/*
1447 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1375 * found object is returned.
1450 */ 1376 */
1377object *
1451object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1452{ 1379{
1453 object *tmp = NULL; 1380 object *tmp = NULL;
1454 1381
1455 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1460 return op; 1386 return op;
1461 return tmp; 1387 return tmp;
1462} 1388}
1463 1389
1464/* 1390/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1395 */
1470 1396
1397object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1399{
1473 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1475 1402
1476 if (!type) 1403 if (!type)
1477 return NULL; 1404 return NULL;
1478 1405
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1409 {
1410 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1412 if (i > betterby)
1485 tmp = ntmp; 1413 {
1486 betterby = i; 1414 tmp = ntmp;
1487 } 1415 betterby = i;
1416 }
1417 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1489 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1422 {
1492 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1424 {
1494 return arrow; 1425 *better = 100;
1495 } else { 1426 return arrow;
1496 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1432 }
1499 } else { 1433 }
1434 else
1435 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1501 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1441 {
1442 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1444 }
1507 } 1445 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1447 {
1448 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1450 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1452 {
1453 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1455 }
1456 }
1457 }
1516 } 1458 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1460 return find_arrow (op, type);
1521 1461
1522 *better = betterby; 1462 *better = betterby;
1523 return tmp; 1463 return tmp;
1524} 1464}
1525 1465
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1468 * op = the shooter
1529 * type = bow->race 1469 * type = bow->race
1530 * dir = fire direction 1470 * dir = fire direction
1531 */ 1471 */
1532 1472
1473object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1534{ 1475{
1535 object *tmp = NULL; 1476 object *tmp = NULL;
1536 mapstruct *m; 1477 maptile *m;
1537 int i, mflags, found, number; 1478 int i, mflags, found, number;
1538 sint16 x, y; 1479 sint16 x, y;
1539 1480
1540 if (op->map == NULL) 1481 if (op->map == NULL)
1541 return find_arrow(op, type); 1482 return find_arrow (op, type);
1542 1483
1543 /* do a dex check */ 1484 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1485 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1487 return find_arrow (op, type);
1547 1488
1548 m = op->map; 1489 m = op->map;
1549 x = op->x; 1490 x = op->x;
1550 y = op->y; 1491 y = op->y;
1551 1492
1552 /* find the first target */ 1493 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1494 for (i = 0, found = 0; i < 20; i++)
1495 {
1554 x += freearr_x[dir]; 1496 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1497 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1498 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 {
1558 tmp = NULL; 1501 tmp = NULL;
1559 break; 1502 break;
1503 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1507 * perhaps a bad assumption.
1563 */ 1508 */
1564 tmp = NULL; 1509 tmp = NULL;
1565 break; 1510 break;
1566 } 1511 }
1567 if (mflags & P_IS_ALIVE) { 1512 if (mflags & P_IS_ALIVE)
1513 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1515 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1516 {
1571 break; 1517 found++;
1572 } 1518 break;
1519 }
1573 if (found) 1520 if (found)
1574 break; 1521 break;
1575 } 1522 }
1576 } 1523 }
1577 if (tmp == NULL) 1524 if (tmp == NULL)
1578 return find_arrow(op, type); 1525 return find_arrow (op, type);
1579 1526
1580 if (tmp->head) 1527 if (tmp->head)
1581 tmp = tmp->head; 1528 tmp = tmp->head;
1582 1529
1583 return find_better_arrow(op, tmp, type, &i); 1530 return find_better_arrow (op, tmp, type, &i);
1584} 1531}
1585 1532
1586/* 1533/*
1587 * Creature fires a bow - op can be monster or player. Returns 1534 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1535 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1538 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1541 * player fire modes.
1595 */ 1542 */
1543int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1545{
1599 object *left, *bow; 1546 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1547 int bowspeed, mflags;
1602 mapstruct *m; 1548 maptile *m;
1603 1549
1604 if (!dir) { 1550 if (!dir)
1551 {
1605 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!");
1606 return 0; 1553 return 0;
1607 } 1554 }
1555
1608 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1610 else { 1558 else
1559 {
1611 for(bow=op->inv; bow; bow=bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1563 */
1615 if(bow->type==BOW) 1564 if (bow->type == BOW)
1616 break; 1565 break;
1617 1566
1618 if (!bow) { 1567 if (!bow)
1568 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1570 return 0;
1621 } 1571 }
1622 } 1572 }
1573
1623 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1624 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);
1625 return 0; 1577 return 0;
1626 } 1578 }
1627 1579
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1581
1630 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1633 if (bowspeed < 1) 1586 if (bowspeed < 1)
1634 bowspeed = 1; 1587 bowspeed = 1;
1635 1588
1636 if (arrow == NULL) { 1589 if (arrow == NULL)
1590 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1591 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 {
1638 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1596 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1598 return 0;
1645 } 1599 }
1646 } 1600 }
1601
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1603 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1604 return 0;
1650 } 1605
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607 {
1652 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.");
1653 return 0; 1609 return 0;
1654 } 1610 }
1655 1611
1656 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1613 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1614 {
1615 arrow->destroy ();
1616 return 0;
1617 }
1662 1618
1663 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1621 if (!arrow)
1622 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1624 return 0;
1669 return 0;
1670 } 1625 }
1671 set_owner(arrow, op); 1626
1672 if (arrow->skill) free_string(arrow->skill); 1627 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1628 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1629 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1630
1679 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1632 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1634 op->update_stats ();
1682 } 1635 }
1683 1636
1684 SET_ANIMATION(arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1690 1643
1691 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1692 * 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.
1693 */ 1646 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1650 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 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;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1653
1705 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1709 1656
1710 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1658 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 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;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1662
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1664 }
1665 else
1666 {
1718 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;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1668 arrow->level = op->level;
1722 } 1669 }
1670
1723 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1725 if (bow->slaying != NULL) 1674 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1675 arrow->slaying = bow->slaying;
1727 1676
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1679
1732 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);
1733 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1682
1736 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1684 move_arrow (arrow);
1738 1685
1739 if (op->type == PLAYER) { 1686 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1687 {
1688 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1742 else 1690 else
1743 esrv_send_item(op, left); 1691 esrv_send_item (op, left);
1744 } 1692 }
1693
1745 return 1; 1694 return 1;
1746} 1695}
1747 1696
1748/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1698 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1699 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1700 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1701 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1702 * hence the function name.
1754 */ 1703 */
1704int
1755int player_fire_bow(object *op, int dir) 1705player_fire_bow (object *op, int dir)
1756{ 1706{
1757 int ret=0, wcmod=0; 1707 int ret = 0, wcmod = 0;
1758 1708
1759 if (op->contr->bowtype == bow_bestarrow) { 1709 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1710 {
1761 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);
1762 dir, 0, op->x, op->y); 1712 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1716 wcmod = -1;
1717
1766 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);
1767 op->x, op->y); 1719 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1720 else if (op->contr->bowtype == bow_threewide)
1721 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1726 else if (op->contr->bowtype == bow_spreadshot)
1727 {
1773 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);
1774 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);
1775 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);
1776 1731
1777 } else { 1732 }
1733 else
1734 {
1778 /* Simple case */ 1735 /* Simple case */
1779 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);
1780 } 1737 }
1781 return ret; 1738 return ret;
1782} 1739}
1783 1740
1784 1741
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1742/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1743 * Broken apart from 'fire' to keep it more readable.
1787 */ 1744 */
1745void
1788void fire_misc_object(object *op, int dir) 1746fire_misc_object (object *op, int dir)
1789{ 1747{
1790 object *item; 1748 object *item;
1791 1749
1792 if (!op->contr->ranges[range_misc]) { 1750 if (!op->contr->ranges[range_misc])
1751 {
1793 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.");
1794 return; 1753 return;
1795 } 1754 }
1796 1755
1797 item = op->contr->ranges[range_misc]; 1756 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1757 if (!item->inv)
1758 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1760 return;
1801 } 1761 }
1802 if (item->type == WAND) { 1762 if (item->type == WAND)
1763 {
1803 if(item->stats.food<=0) { 1764 if (item->stats.food <= 0)
1765 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 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));
1806 return; 1768 return;
1807 } 1769 }
1770 }
1808 } else if (item->type == ROD || item->type==HORN) { 1771 else if (item->type == ROD || item->type == HORN)
1772 {
1809 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 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1776 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1778 else
1814 else 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1780 return;
1818 } 1781 }
1819 } 1782 }
1820 1783
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1784 if (cast_spell (op, item, dir, item->inv, NULL))
1785 {
1822 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 */
1823 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1824 if (!(--item->stats.food)) { 1789 if (!(--item->stats.food))
1825 object *tmp; 1790 {
1826 if (item->arch) { 1791 object *tmp;
1792
1793 if (item->arch)
1794 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
1829 item->speed = 0; 1797 item->set_speed (0);
1830 update_ob_speed(item); 1798 }
1831 } 1799
1832 if ((tmp=is_player_inv(item))) 1800 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1802 }
1835 } 1803 }
1836 else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1805 drain_rod_charge (item);
1838 }
1839 } 1806 }
1840} 1807}
1841 1808
1842/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
1843 */ 1810 */
1811void
1844void fire(object *op,int dir) { 1812fire (object *op, int dir)
1813{
1845 int spellcost=0; 1814 int spellcost = 0;
1846 1815
1847 /* check for loss of invisiblity/hide */ 1816 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1849 1819
1850 switch(op->contr->shoottype) { 1820 switch (op->contr->shoottype)
1821 {
1851 case range_none: 1822 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 1823 return;
1888 default: 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.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1862 return;
1891 } 1863 }
1892} 1864}
1893 1865
1894 1866
1895 1867
1902 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1905 */ 1877 */
1906 1878
1879object *
1907object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1908{ 1881{
1909 object *tmp,*key; 1882 object *tmp, *key;
1910 1883
1911 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1885 if (container->inv == NULL)
1886 return NULL;
1913 1887
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1917 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1919 */ 1895 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1897 break;
1922 } 1898 }
1923 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 1902 * a key, return
1927 */ 1903 */
1928 if (!tmp) { 1904 if (!tmp)
1905 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907 {
1930 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL)
1912 return key;
1913 }
1914 }
1915 if (!tmp)
1916 return NULL;
1933 } 1917 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 1919 * see if we actually want to use it
1939 */ 1920 */
1940 if (pl!=container) { 1921 if (pl != container)
1922 {
1941 /* Only let players use keys in containers */ 1923 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1924 if (!pl->contr)
1925 return NULL;
1943 /* cases where this fails: 1926 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1927 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1928 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1929 * If the container is not active, return now since only active
1947 * containers can be used. 1930 * containers can be used.
1948 * If we only search keyrings and the container does not have 1931 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1932 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1933 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1934 * inv must have been an container and must have been active.
1952 * 1935 *
1953 * Change the color so that the message doesn't disappear with 1936 * Change the color so that the message doesn't disappear with
1954 * all the others. 1937 * all the others.
1955 */ 1938 */
1956 if (pl->contr->usekeys == key_inventory || 1939 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1942 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1945 return NULL;
1965 } 1946 }
1966 } 1947 }
1967 return tmp; 1948 return tmp;
1968} 1949}
1969 1950
1970/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1953 * such that the caller should not do anything more,
1973 * 0 otherwise 1954 * 0 otherwise
1974 */ 1955 */
1956static int
1975static int player_attack_door(object *op, object *door) 1957player_attack_door (object *op, object *door)
1976{ 1958{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1981 */ 1962 */
1982 object *key=find_key(op, op, door); 1963 object *key = find_key (op, op, door);
1983 1964
1984 /* IF we found a key, do some extra work */ 1965 /* IF we found a key, do some extra work */
1985 if (key) { 1966 if (key)
1967 {
1986 object *container=key->env; 1968 object *container = key->env;
1987 1969
1988 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);
1989 if(action_makes_visible(op)) make_visible(op); 1971 if (action_makes_visible (op))
1972 make_visible (op);
1990 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);
1991 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1976 {
1992 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 */
1993 } 1978 }
1994 else if(door->type==LOCKED_DOOR) { 1979 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1980 {
1996 "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));
1997 remove_door2(door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1983 }
1999 /* Do this after we print the message */ 1984 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
2002 if (container != op) 1987 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
2005 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
2006 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1995 return 1;
2009 } 1996 }
2010 return 0; 1997 return 0;
2011} 1998}
2012 1999
2013/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2018 */ 2005 */
2019 2006void
2020void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2021{ 2008{
2022 object *tmp, *mon, *tpl; 2009 object *tmp, *mon;
2023 sint16 nx, ny; 2010 sint16 nx, ny;
2024 int on_battleground; 2011 int on_battleground;
2025 mapstruct *m; 2012 maptile *m;
2026 2013
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2014 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2015 ny = freearr_y[dir] + op->y;
2031 2016
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2033 2018
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 2026 * move_ob uses.
2042 */ 2027 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2029 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2040 return;
2053 }
2054 2041
2055 mon = NULL; 2042 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2046 * on the space
2060 */ 2047 */
2061 while (tmp!=NULL) { 2048 while (tmp)
2049 {
2062 if (tmp == op) { 2050 if (tmp == op)
2063 tmp=tmp->above; 2051 {
2064 continue; 2052 tmp = tmp->above;
2065 } 2053 continue;
2054 }
2055
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2057 {
2068 break; 2058 mon = tmp;
2069 } 2059 break;
2060 }
2061
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2063 mon = tmp;
2064
2072 tmp=tmp->above; 2065 tmp = tmp->above;
2073 } 2066 }
2074 2067
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2069 return; /* into a wall */
2077 2070
2078 if(mon->head != NULL) 2071 if (mon->head)
2079 mon = mon->head; 2072 mon = mon->head;
2080 2073
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2075 if (player_attack_door (op, mon))
2076 return;
2083 2077
2084 /* The following deals with possibly attacking peaceful 2078 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2079 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2080 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2081 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2082 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2083 * and thus will not push them.
2090 */ 2084 */
2091 2085
2092 /* If the creature is a pet, push it even if the player is not 2086 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2087 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2095 */ 2089 */
2096 if ((op->type==PLAYER) 2090 if ((op->type == PLAYER)
2097#if COZY_SERVER 2091#if COZY_SERVER
2098 && 2092 &&
2099 ( 2093 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2095#else
2105 && get_owner(mon)==op 2096 && mon->owner == op
2106#endif 2097#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2099 {
2109 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2101 if (op->contr->braced)
2102 return;
2103
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2105 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2114 return; 2109 return;
2115 } 2110 }
2116 2111
2117 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2114 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2115 * attack them either.
2121 */ 2116 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2127#else 2124#else
2128 op->contr->peaceful && 2125 op->contr->peaceful &&
2129#endif 2126#endif
2130 !on_battleground 2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2131 )) { 2130 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2132 push_ob (mon, dir, op);
2135 } else { 2133 }
2134 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 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 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. 2142 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2143 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2145 recursive_roll(mon,dir,op); 2146 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2147 if (action_makes_visible (op))
2147 } 2148 make_visible (op);
2149 }
2148 2150
2149 /* Any generic living creature. Including things like doors. 2151 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2156 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2159 {
2159 2160
2160 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2162 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2163 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2164 * incurred a 1 tick offset.
2164 */ 2165 */
2165 if (!op->contr->has_hit) { 2166 if (!op->contr->has_hit)
2167 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2169
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2171 }
2170 2172
2171 skill_attack(mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2172 2174
2173 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2178 * the wiz.
2177 */ 2179 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2181 {
2180 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2183
2181 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2184 } 2187 }
2185 if(action_makes_visible(op)) make_visible(op); 2188
2186 } 2189 if (action_makes_visible (op))
2190 make_visible (op);
2191 }
2187 } /* if player should attack something */ 2192 } /* if player should attack something */
2188} 2193}
2189 2194
2195int
2190int move_player(object *op,int dir) { 2196move_player (object *op, int dir)
2197{
2191 int pick; 2198 int pick;
2192 object *transport = op->contr->transport;
2193 2199
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2243}
2257 2244
2258/* 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
2259 * new client/server stuff. 2246 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2248 * the new speed values for commands.
2262 * 2249 *
2263 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2264 */ 2251 */
2252int
2265int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2266{ 2254{
2267 if (op->contr->hidden) { 2255 if (op->contr->hidden)
2256 {
2268 op->invisible = 1000; 2257 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2258 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2259 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2260 * alternate it here for it to work correctly.
2272 */ 2261 */
2273 if (pticks & 2) op->invisible--; 2262 if (pticks & 2)
2263 op->invisible--;
2274 } 2264 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2276 op->invisible--; 2267 op->invisible--;
2277 if(!op->invisible) { 2268 if (!op->invisible)
2269 {
2278 make_visible(op); 2270 make_visible (op);
2279 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.");
2280 } 2272 }
2281 } 2273 }
2282 2274
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2284 flee_player(op); 2277 flee_player (op);
2285 /* 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 */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2287 op->speed_left--; 2281 op->speed_left--;
2288 return 0; 2282 return 0;
2289 } 2283 }
2290 } 2284 }
2291 2285
2292 /* 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
2293 * 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
2294 * 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
2295 * 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.
2296 */ 2290 */
2297 if (op->contr->ranges[range_golem] && 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2293
2304 /* 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
2305 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2296 * called, so we recheck it here.
2307 */ 2297 */
2308 HandleClient(&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2299 return 1;
2310 2300
2301 if (op->speed_left > 0)
2302 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2312 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2306 op->speed_left--;
2314 2307
2315 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2316 * 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
2317 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2318 */ 2311 */
2319 move_player(op, op->direction); 2312 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2313
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2321 else return 0; 2318 return 0;
2322 } 2319}
2320
2321int
2322save_life (object *op)
2323{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2325 return 0;
2324}
2325 2326
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 {
2334 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);
2335 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));
2336 "Your %s vibrates violently, then evaporates.", 2332
2337 query_name(tmp));
2338 if (op->contr) 2333 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2335
2341 free_object(tmp); 2336 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2343 if(op->stats.hp<0) 2339 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2345 if(op->stats.food<0) 2342 if (op->stats.food < 0)
2346 op->stats.food = 999; 2343 op->stats.food = 999;
2347 fix_player(op); 2344
2345 op->update_stats ();
2348 return 1; 2346 return 1;
2349 } 2347 }
2348
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2352 return 0;
2354} 2353}
2355 2354
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2358 * from.
2360 */ 2359 */
2360void
2361void remove_unpaid_objects(object *op, object *env) 2361remove_unpaid_objects (object *op, object *env)
2362{ 2362{
2363 object *next; 2363 object *next;
2364 2364
2365 while (op) { 2365 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2366 {
2367 * we remove object 'op' 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2368
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2370 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381}
2382 2382
2383/* 2383/*
2384 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2388 * but there isn't one in the server directory.
2389 */ 2389 */
2390char *
2390char *gravestone_text (object *op) 2391gravestone_text (object *op)
2391{ 2392{
2392 static char buf2[MAX_BUF]; 2393 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2394 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2395 time_t now = time (NULL);
2395 2396
2396 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2400 else
2400 sprintf (buf, "%s\n", op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2404 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2404 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);
2405 else 2407 else
2406 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
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2411 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2412 if (op->type == PLAYER)
2413 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2416 strcat (buf2, buf);
2413 } 2417 }
2418
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2417 return buf2; 2423 return buf2;
2418} 2424}
2419 2425
2420 2426void
2421
2422void do_some_living(object *op) { 2427do_some_living (object *op)
2428{
2423 int last_food=op->stats.food; 2429 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2430 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2431 int over_hp, over_sp, over_grace;
2426 int i; 2432 int i;
2427 int rate_hp = 1200; 2433 int rate_hp = 1200;
2428 int rate_sp = 2500; 2434 int rate_sp = 2500;
2429 int rate_grace = 2000; 2435 int rate_grace = 2000;
2430 const int max_hp = 1; 2436 const int max_hp = 1;
2431 const int max_sp = 1; 2437 const int max_sp = 1;
2432 const int max_grace = 1; 2438 const int max_grace = 1;
2433 2439
2434 if (op->contr->outputs_sync) { 2440 if (op->contr->outputs_sync)
2441 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2445 }
2440 2446
2441 if(op->contr->state==ST_PLAYING) { 2447 if (op->contr->ns->state == ST_PLAYING)
2442 2448 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2451 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2453 else
2454 {
2448 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2457 }
2458
2451 if(op->contr->gen_sp >= 0 ) 2459 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2461 else
2462 {
2454 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2465 }
2466
2457 if(op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2469 else
2470 {
2460 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2473 }
2463 2474
2464 /* Regenerate Spell Points */ 2475 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2466 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);
2467 if(op->stats.sp<op->stats.maxsp) { 2479 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2480 {
2481 op->stats.sp++;
2469 /* dms do not consume food */ 2482 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2484 {
2485 op->stats.food--;
2472 if(op->contr->digestion<0) 2486 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2489 op->stats.food = last_food;
2490 }
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 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2515 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2516
2498 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2519 if (--op->last_grace < 0)
2520 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2523
2524 if (max_grace > 1)
2525 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2527 if (over_grace > 0)
2506 op->stats.sp += over_grace 2528 {
2529 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2531 op->last_grace = 0;
2509 } else { 2532 }
2533 else
2534 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2536 }
2512 } else { 2537 }
2538 else
2539 {
2513 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);
2514 } 2541 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2542 /* wearing stuff doesn't detract from grace generation. */
2516 } 2543 }
2517 2544
2518 /* Regenerate Hit Points */ 2545 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2546 if (--op->last_heal < 0)
2547 {
2520 if(op->stats.hp<op->stats.maxhp) { 2548 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2549 {
2550 op->stats.hp++;
2522 /* dms do not consume food */ 2551 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2553 {
2554 op->stats.food--;
2525 if(op->contr->digestion<0) 2555 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 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 }
2530 } 2579 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2580
2546 /* Digestion */ 2581 /* Digestion */
2547 if(--op->last_eat<0) { 2582 if (--op->last_eat < 0)
2583 {
2548#ifdef COZY_SERVER 2584#ifdef COZY_SERVER
2549 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;
2550 int bonus=dg>0?dg:0, 2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2587#else
2553 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;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2589#endif
2556 2590
2557 if(op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2558 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);
2559 else 2593 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2561 /* dms do not consume food */ 2596 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2598 op->stats.food--;
2564 } 2599 }
2565 2600
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2602 {
2603 object *tmp, *flesh = 0;
2568 2604
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2572 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.");
2573 manual_apply(op,tmp,0); 2612 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2614 break;
2576 } 2615 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2616 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2617 flesh = tmp;
2579 } /* end of for loop */ 2618 } /* End if paid for object */
2619 } /* end of for loop */
2620
2580 /* 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
2581 * eat flesh instead. 2622 * eat flesh instead.
2582 */ 2623 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 {
2584 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.");
2585 manual_apply(op,flesh,0); 2627 manual_apply (op, flesh, 0);
2586 } 2628 }
2587 } /* end if player is starving */ 2629 }
2588 2630
2589 while(op->stats.food<0&&op->stats.hp>0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2591 2633
2592 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))
2593 kill_player(op); 2635 kill_player (op);
2636 }
2594} 2637}
2595
2596
2597 2638
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2642 * file.
2602 */ 2643 */
2644void
2603void kill_player(object *op) 2645kill_player (object *op)
2604{ 2646{
2605 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2606 int x,y,i; 2648 int x, y;
2649
2650 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2652
2608 int z; 2653 /* int z;
2609 int num_stats_lose; 2654 int num_stats_lose;
2610 int lost_a_stat; 2655 int lost_a_stat;
2611 int lose_this_stat; 2656 int lose_this_stat;
2612 int this_stat; 2657 int this_stat; */
2613 int will_kill_again; 2658 int will_kill_again;
2614 archetype *at; 2659 archetype *at;
2615 object *tmp; 2660 object *tmp;
2616 2661
2617 if(save_life(op)) 2662 if (save_life (op))
2618 return; 2663 return;
2619 2664
2620 2665
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2668 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2669 */
2625 if (op_on_battleground(op, &x, &y)) { 2670 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2671 {
2627 "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2674
2630
2631 /* restore player */ 2675 /* restore player */
2632 at = find_archetype("poisoning"); 2676 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2678 {
2635 remove_ob(tmp); 2679 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2681 }
2639 2682
2640 at = find_archetype("confusion"); 2683 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2685 {
2643 remove_ob(tmp); 2686 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2688 }
2647 2689
2648 cure_disease(op,0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2692 if (op->stats.food <= 0)
2651 2693 op->stats.food = 999;
2694
2652 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2697 {
2656 sprintf(buf,"%s's finger",op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2699 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2659 " 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",
2660 op->name, op->contr->title, (int)(op->level), 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2703 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2707 }
2708
2669 /* teleport defeated player to new destination*/ 2709 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2711 op->contr->braced = 0;
2672 return; 2712 return;
2673 } 2713 }
2674 2714
2675 INVOKE_PLAYER (DEATH, op->contr); 2715 INVOKE_PLAYER (DEATH, op->contr);
2676 2716
2677 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2678 2718
2679 if(op->stats.food<0) { 2719 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2720 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2722 strcpy (op->contr->killer, "starvation");
2688 } 2723 }
2689 else { 2724 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2725 sprintf (buf, "%s died.", &op->name);
2697 } 2726
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2728
2700 /* save the map location for corpse, gravestone*/ 2729 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2730 x = op->x;
2731 y = op->y;
2732 map = op->map;
2702 2733
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * 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.
2707 * 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.
2708 */ 2737 */
2709 2738
2710 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2741 * of death.
2713 */ 2742 */
2714#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2744 if (settings.balanced_stat_loss)
2745 {
2716 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
2717 /* 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
2718 more if they do. */ 2748 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2751 little bit harder. */
2722 /* GD */ 2752 /* GD */
2723 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2754 num_stats_lose = 1;
2725 else 2755 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2757 }
2758 else
2728 num_stats_lose = 1; 2759 num_stats_lose = 1;
2729 } 2760
2730 lost_a_stat = 0; 2761 lost_a_stat = 0;
2731 2762
2732 for (z=0; z<num_stats_lose; z++) { 2763 for (z = 0; z < num_stats_lose; z++)
2764 {
2733 i = RANDOM() % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
2734 2766
2735 if (settings.stat_loss_on_death) { 2767 if (settings.stat_loss_on_death)
2768 {
2736 /* 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
2737 * what he lost. 2770 * what he lost.
2738 */ 2771 */
2739 change_attr_value(&(op->stats), i,-1); 2772 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2773 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2777 lost_a_stat = 1;
2745 } else { 2778 }
2779 else
2780 {
2746 /* deplete a stat */ 2781 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2782 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2749 2787 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2788 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2789 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2790 }
2783 if (lose_this_stat) { 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
2793 {
2794 /* GD */
2795 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2796 this_stat = get_attr_value (&(dep->stats), i);
2797 if (this_stat < 0)
2798 {
2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2800 int keep_chance = this_stat * this_stat;
2801
2802 /* Yes, I am paranoid. Sue me. */
2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808 {
2809 lose_this_stat = 0;
2810 /* Take loss chance vs keep chance to see if we
2811 retain the stat. */
2812 }
2813 else
2814 {
2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2820 }
2821 }
2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2827 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2828 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2829 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2830 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2831 * difference.
2790 */ 2832 */
2791 if (this_stat>=-50) { 2833 if (this_stat >= -50)
2834 {
2792 change_attr_value(&(dep->stats), i, -1); 2835 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2836 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2838 op->update_stats ();
2796 lost_a_stat = 1; 2839 lost_a_stat = 1;
2797 } 2840 }
2798 } 2841 }
2842 }
2799 } 2843 }
2800 }
2801 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2845 if (!lost_a_stat)
2803 { 2846 {
2804 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2848 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2849 const char *god = determine_god (op);
2850
2807 if (god && (strcmp(god, "none"))) 2851 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2853 else
2810 " you.", god); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 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.");
2815#endif 2858#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2859
2819 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2861 * exp loss on the stone.
2821 */ 2862 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2865 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2867 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2828 "who was killed\n" 2869 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2870 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2872
2836 /**************************************/ 2873 /**************************************/
2837 /* */ 2874 /* */
2838 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
2841 /* */ 2878 /* */
2842 /**************************************/ 2879 /**************************************/
2843 2880
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2881 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2882 /* restore player */
2846 at = find_archetype("poisoning"); 2883 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2884 tmp = present_arch_in_ob (at, op);
2885
2848 if (tmp) { 2886 if (tmp)
2849 remove_ob(tmp); 2887 {
2850 free_object(tmp); 2888 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2890 }
2853 2891
2854 at = find_archetype("confusion"); 2892 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2894 if (tmp)
2857 remove_ob(tmp); 2895 {
2858 free_object(tmp); 2896 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2898 }
2899
2861 cure_disease(op,0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
2862 2901
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2903 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2909
2870 /* 2910 /*
2871 * 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
2872 * 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
2873 * in the map. 2913 * in the map.
2874 */ 2914 */
2875 2915
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2916 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2918
2884 /****************************************/ 2919 /****************************************/
2885 /* */ 2920 /* */
2886 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
2888 /* */ 2923 /* */
2889 /****************************************/ 2924 /****************************************/
2890 2925
2891 enter_player_savebed(op); 2926 enter_player_savebed (op);
2892 2927
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2928 op->contr->braced = 0;
2897 save_player(op,1);
2898 2929
2899 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2933 * on the space that might harm the player.
2903 */ 2934 */
2904 will_kill_again=0; 2935 will_kill_again = 0;
2905 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)
2906 if (tmp->type ==SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
2908 } 2939
2909 if (will_kill_again) { 2940 if (will_kill_again)
2941 {
2910 object *force; 2942 object *force;
2911 int at; 2943 int at;
2912 2944
2913 force=get_archetype(FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2947 force->speed = 0.1;
2916 force->speed_left=-5.0; 2948 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2950 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2952 force->resist[at] = 100;
2921 } 2953
2922 insert_ob_in_ob(force, op); 2954 insert_ob_in_ob (force, op);
2923 fix_player(op); 2955 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2956
2957 }
2958
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2960}
2999 2961
3000 2962void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2963loot_object (object *op)
2964{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2965 object *tmp, *tmp2, *next;
3003 2966
2967 if (op->container)
3004 if (op->container) { /* close open sack first */ 2968 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2969
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
3009 next=tmp->below; 2972 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2973
3011 remove_ob(tmp); 2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2979 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2980 { /* empty container to ground */
3015 } 2981 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2982 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 {
3018 if(tmp->nrof>1) { 2985 if (tmp->nrof > 1)
2986 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2988 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 else
2992 tmp->destroy ();
2993 }
3022 } else 2994 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2996 }
3027} 2997}
3028 2998
3029/* 2999/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3031 * 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
3032 * was changed. 3002 * was changed.
3033 */ 3003 */
3034 3004
3005void
3035void fix_weight(void) { 3006fix_weight (void)
3036 player *pl; 3007{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3008 for_all_players (pl)
3009 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
3039 if(old == sum) 3012 if (old == sum)
3040 continue; 3013 continue;
3041 fix_player(pl->ob); 3014 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3016 }
3045} 3017}
3046 3018
3019void
3047void fix_luck(void) { 3020fix_luck (void)
3048 player *pl; 3021{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3022 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3024 pl->ob->change_luck (0);
3052} 3025}
3053
3054 3026
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3058 */ 3030 */
3059
3060void 3031void
3061cast_dust (object * op, object * throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3062{ 3033{
3063 object *skop, *spob; 3034 object *skop, *spob;
3064 3035
3065 skop = find_skill_by_name (op, throw_ob->skill); 3036 skop = find_skill_by_name (op, throw_ob->skill);
3066 3037
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3040 {
3070 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);
3071 op->name);
3072 return; 3042 return;
3073 } 3043 }
3074 3044
3075 spob = throw_ob->inv; 3045 spob = throw_ob->inv;
3076 3046
3077 // 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
3078 // 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
3079 // errors should be reported as early as possible IMHO) 3049 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3050 if (!spob)
3081 { 3051 {
3082 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);
3083 throw_ob->name, op->name);
3084 return; 3053 return;
3085 } 3054 }
3086 3055
3087 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3088 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);
3089 3058
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3060
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3062}
3096 3063
3064void
3097void make_visible (object *op) { 3065make_visible (object *op)
3066{
3098 op->hide = 0; 3067 op->hide = 0;
3099 op->invisible = 0; 3068 op->invisible = 0;
3100 if(op->type==PLAYER) { 3069 if (op->type == PLAYER)
3070 {
3101 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3072 op->contr->invis_race = 0;
3103 } 3073 }
3104 update_object(op,UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_FACE);
3105} 3075}
3106 3076
3077int
3107int is_true_undead(object *op) { 3078is_true_undead (object *op)
3079{
3108 object *tmp=NULL; 3080 object *tmp = NULL;
3109 3081
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3111 3084
3112 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3085 return 0;
3117} 3086}
3118 3087
3119/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3090 * indicate greater hideability.
3122 */ 3091 */
3123 3092
3093int
3124int hideability(object *ob) { 3094hideability (object *ob)
3095{
3125 int i,level=0, mflag; 3096 int i, level = 0, mflag;
3126 sint16 x,y; 3097 sint16 x, y;
3127 3098
3128 if(!ob||!ob->map) return 0; 3099 if (!ob || !ob->map)
3100 return 0;
3129 3101
3130 /* so, on normal lighted maps, its hard to hide */ 3102 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3103 level = ob->map->darkness - 2;
3132 3104
3133 /* this also picks up whether the object is glowing. 3105 /* this also picks up whether the object is glowing.
3134 * 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
3135 * as bad as carrying a light on a pitch dark map */ 3107 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3137 3110
3138 /* scan through all nearby squares for terrain to hide in */ 3111 /* scan through all nearby squares for terrain to hide in */
3139 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 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3120 level += 2;
3144 else /* open terrain! */ 3121 else /* open terrain! */
3145 level -= 1; 3122 level -= 1;
3146 } 3123 }
3147 3124
3148#if 0 3125#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3127#endif
3151 return level; 3128 return level;
3152} 3129}
3153 3130
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3131/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3132 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3133 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3135 */
3159 3136
3137void
3160void do_hidden_move (object *op) { 3138do_hidden_move (object *op)
3139{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3141 object *skop;
3163 3142
3164 if(!op || !op->map) return; 3143 if (!op || !op->map)
3144 return;
3165 3145
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3147
3168 /* 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! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3149 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3150 if (!skop || num >= skop->level)
3151 {
3171 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!");
3172 make_visible(op); 3153 make_visible (op);
3173 return; 3154 return;
3174 } else num += 20;
3175 } 3155 }
3156 else
3157 num += 20;
3158
3176 num += op->map->difficulty; 3159 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3161 num -= hide;
3162
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3180 make_visible(op); 3165 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3166 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3168 }
3184 else if (op->type == PLAYER && skop) { 3169 else if (op->type == PLAYER && skop)
3185 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);
3186 }
3187} 3171}
3188 3172
3189/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3190 3174
3175int
3191int stand_near_hostile( object *who ) { 3176stand_near_hostile (object *who)
3177{
3192 object *tmp=NULL; 3178 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3180 maptile *m;
3195 sint16 x,y; 3181 sint16 x, y;
3196 3182
3197 if(!who) return 0; 3183 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3184 return 0;
3185
3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191
3192 /* search adjacent squares */
3193 for (i = 1; i < 9; i++)
3194 {
3195 x = who->x + freearr_x[i];
3196 y = who->y + freearr_y[i];
3197 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space.
3201 */
3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue;
3206
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
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)
3215 return 1;
3216 }
3217 }
3218 }
3219 return 0;
3227} 3220}
3228 3221
3229/* check the player los field for viewability of the 3222/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3223 * object op. This function works fine for monsters,
3231 * 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
3238 * 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.
3239 * -b.t. 3232 * -b.t.
3240 * This function is now map tiling safe. 3233 * This function is now map tiling safe.
3241 */ 3234 */
3242 3235
3236int
3243int player_can_view (object *pl,object *op) { 3237player_can_view (object *pl, object *op)
3238{
3244 rv_vector rv; 3239 rv_vector rv;
3245 int dx,dy; 3240 int dx, dy;
3246 3241
3247 if(pl->type!=PLAYER) { 3242 if (pl->type != PLAYER)
3243 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
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->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3245 return -1;
3274 op = op->more;
3275 } 3246 }
3247
3248 if (!pl || !op)
3276 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;
3277} 3277}
3278 3278
3279/* routine for both players and monsters. We call this when 3279/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3283 * return 0.
3284 */ 3284 */
3285int
3285int action_makes_visible (object *op) { 3286action_makes_visible (object *op)
3287{
3286 3288
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3292 return 0;
3290 3293
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3292 3296
3293 /* If monsters, they should become visible */ 3297 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3295 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");
3296 return 1; 3301 return 1;
3297 } 3302 }
3298 } 3303 }
3299 return 0; 3304 return 0;
3300} 3305}
3301 3306
3302/* op_on_battleground - checks if the given object op (usually 3307/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3308 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3310 * -exit-coord. (and if x, y not NULL)
3306 * 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
3307 * 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
3308 * 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
3309 */ 3314 */
3315int
3310int op_on_battleground (object *op, int *x, int *y) { 3316op_on_battleground (object *op, int *x, int *y)
3317{
3311 object *tmp; 3318 object *tmp;
3312 3319
3313 /* A battleground-tile needs the following attributes to be valid: 3320 /* A battleground-tile needs the following attributes to be valid:
3314 * 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),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3323 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3324 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3325 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3332 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3333 /*before we assign the exit, check if this is a teambattle */
3325 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 {
3326 object *invtmp; 3336 object *invtmp;
3337
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3339 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344 return 1;
3345 }
3346 }
3347 }
3330 if (x != NULL && y != NULL) 3348 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3350 return 1;
3333 } 3351 }
3334 } 3352 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3353 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3354 /* If we got here, did not find a battleground */
3343 return 0; 3355 return 0;
3344} 3356}
3345 3357
3346/* 3358/*
3350 * attributes: 3362 * attributes:
3351 * object *who the dragon player 3363 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3364 * int atnr the attack-number of the ability focus
3353 * int level ability level 3365 * int level ability level
3354 */ 3366 */
3367void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3368dragon_ability_gain (object *who, int atnr, int level)
3369{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3370 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3371 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3372 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3373 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3374 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3375 int i = 0, j = 0;
3362 3376
3363 /* get the appropriate treasurelist */ 3377 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3378 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3379 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3380 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3381 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3382 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3383 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3384 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3385 trlist = find_treasurelist ("dragon_ability_poison");
3372 3386
3373 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3374 return; 3388 return;
3375 3389
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3391
3378 3392 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3393 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3395 return;
3382 } 3396 }
3383 3397
3384 /* everything seems okay - now bring on the gift: */ 3398 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3399 item = &(tr->item->clone);
3386 3400
3387 if (item->type == SPELL) { 3401 if (item->type == SPELL)
3402 {
3388 if (check_spell_known (who, item->name)) 3403 if (check_spell_known (who, item->name))
3389 return; 3404 return;
3390 3405
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3407 do_learn_spell (who, item, 0);
3393 return; 3408 return;
3394 } 3409 }
3395 3410
3396 /* grant direct spell */ 3411 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3412 if (item->type == SPELLBOOK)
3413 {
3398 if (!item->inv) { 3414 if (!item->inv)
3415 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3417 return;
3402 } 3418 }
3403 if (check_spell_known (who, item->inv->name)) 3419 if (check_spell_known (who, item->inv->name))
3404 return; 3420 return;
3405 if (item->invisible) { 3421 if (item->invisible)
3422 {
3406 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);
3407 do_learn_spell (who, item->inv, 0); 3424 do_learn_spell (who, item->inv, 0);
3408 return; 3425 return;
3409 } 3426 }
3410 } 3427 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3412 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 {
3413 3432
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * 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
3416 * 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,
3417 * but not all of them, he gets nothing. 3436 * but not all of them, he gets nothing.
3418 */ 3437 */
3419 if (!(skop->attacktype & item->attacktype)) { 3438 if (!(skop->attacktype & item->attacktype))
3439 {
3420 /* Give new attacktype */ 3440 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3441 skop->attacktype |= item->attacktype;
3422 3442
3423 /* always add physical if there's none */ 3443 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3444 skop->attacktype |= AT_PHYSICAL;
3425 3445
3426 if (item->msg != NULL) 3446 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3448
3429 /* Give player new face */ 3449 /* Give player new face */
3430 if (item->animation_id) { 3450 if (item->animation_id)
3451 {
3431 who->face = skop->face; 3452 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3453 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3454 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3455 who->last_anim = 0;
3435 who->state = 0; 3456 who->state = 0;
3436 animate_object(who, who->direction); 3457 animate_object (who, who->direction);
3437 } 3458 }
3459 }
3460 }
3438 } 3461 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3462 else if (item->type == FORCE)
3463 {
3442 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3465 object *skin;
3466
3444 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3470 ;
3448 3471
3472 if (!skin)
3473 return;
3474
3449 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3479
3453 /* print message */ 3480 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3481 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3483 {
3457 if (j) 3484 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3485 {
3459 else 3486 if (j)
3460 j = 1; 3487 strcat (buf, " and ");
3488 else
3489 j = 1;
3461 strcat(buf, spellpathnames[i]); 3490 strcat (buf, spellpathnames[i]);
3462 } 3491 }
3463 } 3492 }
3464 strcat(buf,"."); 3493 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3495 }
3467 3496
3468 /* evtl. adding flags: */ 3497 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3499 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3501 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3504
3476 /* print message if there is one */ 3505 /* print message if there is one */
3477 if (item->msg != NULL) 3506 if (item->msg != NULL)
3478 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
3479 } 3510 {
3480 else {
3481 /* generate misc. treasure */ 3511 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3512 tmp = arch_to_object (tr->item);
3483 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));
3484 tmp = insert_ob_in_ob (tmp, who); 3514 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3516 esrv_send_item (who, tmp);
3487 } 3517 }
3488} 3518}
3489 3519
3490/** 3520/**
3491 * 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
3492 * not readied. 3522 * not readied.
3493 */ 3523 */
3524void
3494void player_unready_range_ob(player *pl, object *ob) { 3525player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3526{
3496
3497 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))
3498 if (pl->ranges[i] == ob) { 3528 if (pl->ranges[i] == ob)
3529 {
3499 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3500 if (pl->shoottype == i) { 3531 if (pl->shoottype == i)
3501 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3502 }
3503 } 3533 }
3504 }
3505} 3534}

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