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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 204
206 if (!p) { 205 players.erase (this);
207 p = new player; 206}
208 207
209 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
210 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
211 * end of the list - there is in fact no compelling reason that 210void
212 * that needs to be done except for things like output of 211player::connect (client *ns)
213 * 'who'. 212{
214 */ 213 this->ns = ns;
215 player *tmp = first_player; 214 ns->pl = this;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 215
223 p->next = NULL; 216 run_on = 0;
224 } 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
225 219
226 /* Clears basically the entire player structure except 220 ns->update_look = 0;
227 * for next and socket. 221 ns->look_position = 0;
222
223 clear_los (ob);
224
225 ns->reset_stats ();
226
227 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
228 */ 247 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
230 p->attachable_init (); //HACK 249 SET_FLAG (ob, FLAG_USE_SHIELD);
231 250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
232 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 328 * we deal with that below this point.
234 */ 329 */
235 p->party=NULL;
236 p->outputs_sync=16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 333
241#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 335
243#endif 336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
244 354 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 355 ob->destroy_inv (false);
356 ob->destroy ();
246 357 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 358}
298 359
299 360player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 361{
303 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
304 op->x = -1; 363 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 364}
308 365
309/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
311 * mode. 368 * mode.
312 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
313 374
314int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 376 set_first_map (pl->ob);
329 377
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 378 return pl;
337} 379}
338 380
339/* 381/*
340 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
343 */ 385 */
386archetype *
344archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
345{ 388{
346 archetype *start = at; 389 archetype *start = at;
390
347 for (;;) { 391 for (;;)
392 {
348 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
349 at=first_archetype; 394 at = first_archetype;
350 else 395 else
351 at=at->next; 396 at = at->next;
397
352 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
353 return at; 399 return at;
400
354 if (at == start) { 401 if (at == start)
402 {
355 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 404 exit (-1);
357 } 405 }
358 } 406 }
359} 407}
360 408
361 409object *
362object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
363 object *op = NULL; 412 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 413 objectlink *ol;
366 unsigned lastdist; 414 unsigned lastdist;
367 rv_vector rv; 415 rv_vector rv;
368 416
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 {
370 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
374 */ 423 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
376 object *tmp=ol->ob; 426 object *tmp = ol->ob;
377 427
378 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 429 * itself will have been cleared.
380 */ 430 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
382 ol = ol->next; 433 ol = ol->next;
383 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
435 if (!ol)
384 if (!ol) return op; 436 return op;
385 } 437 }
386 438
387 /* Remove special check for player from this. First, it looks to cause 439 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 442 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
393 */ 445 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 447 continue;
396 448
397 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
450 {
398 op=ol->ob; 451 op = ol->ob;
399 lastdist=rv.distance; 452 lastdist = rv.distance;
400 } 453 }
401 } 454 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 455
456 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 457 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 459 {
410 } 460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
411#if 0 464#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 466#endif
414 return op; 467 return op;
415} 468}
416 469
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 470/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 471 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 488 * is probably not a good thing.
436 */ 489 */
437#define MAX_SPACES 50 490#define MAX_SPACES 50
438
439 491
440/* 492/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 509 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 510 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 511 * is blocking itself.
460 */ 512 */
513int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
462 rv_vector rv; 516 rv_vector rv;
463 sint16 x,y; 517 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
466 520
467 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
468 522
469 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
524 return 0;
470 525
471 x=mon->x; 526 x = mon->x;
472 y=mon->y; 527 y = mon->y;
473 m=mon->map; 528 m = mon->map;
474 dir = rv.direction; 529 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */ 532 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 533 if (diff > max)
534 return 0;
479 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
480 lastx = x; 537 lastx = x;
481 lasty = y; 538 lasty = y;
482 lastmap = m; 539 lastmap = m;
483 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
485 542
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 545
489 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
492 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
494 */ 552 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
497 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 557 * the values so it will try again.
499 */ 558 */
500 x = lastx; 559 x = lastx;
501 y = lasty; 560 y = lasty;
502 m = lastmap; 561 m = lastmap;
503 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
504 } else { 564 else
565 {
505 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
506 * either the left or right. 567 * either the left or right.
507 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 572 * stepping back and forth
512 */ 573 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 579 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 584 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 586 * the last direction the creature has successfully
524 * moved. 587 * moved.
525 */ 588 */
526 589
527 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 592 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
535 601
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
537 } 604 }
538 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
540 */ 607 */
541 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 609 return 0;
543 diff--; 610 diff--;
544 lastdir=dir; 611 lastdir = dir;
545 max--; 612 max--;
546 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
547 } /* else check alternate directions */ 615 } /* else check alternate directions */
548 } /* if blocked */ 616 } /* if blocked */
549 else { 617 else
618 {
550 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
551 diff--; 620 diff--;
552 max--; 621 max--;
553 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
554 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626 if (diff <= 1)
555 } 627 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 628 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 629 * headed toward player for entire distance.
559 */ 630 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 633 }
563 if (diff>max) return 0; 634 if (diff > max)
635 return 0;
564 } 636 }
565 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 638 if (!max)
639 return 0;
567 640
568 return firstdir; 641 return firstdir;
569} 642}
570 643
644void
571void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
572 object *op,*next=NULL; 647 object *op, *next = NULL;
573 648
574 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 651
577 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
578 next = op->below; 654 next = op->below;
579 655
580 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 657 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 658 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
585 661
586 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 663 * by this player due to race restrictions
588 */ 664 */
589 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 672 {
600 } 673 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 674 continue;
620 } 675 }
621 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 685 {
686 object *tmp;
623 687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
624 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 706 }
627 707
628 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 709 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 710 * merged properly.
631 */ 711 */
632 if (need_identify(op)) { 712 if (need_identify (op))
713 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
636 } 719 {
637 if(op->type==SPELL) { 720 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
641 } 724 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 726 op->stats.exp = 0;
645 op->level = 1; 727 op->level = 1;
646 } 728 }
647 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
650 733
651 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
652 link_player_skills(pl); 735 link_player_skills (pl);
653} 736}
654 737
655void get_name(object *op) { 738void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
728 if (party == NULL) { 741 if (party == NULL)
742 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 744 return;
731 } 745 }
746
732 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 751}
737
738 752
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
740int roll_stat(void) { 755roll_stat (void)
756{
741 int a[4],i,j,k; 757 int a[4], i, j, k;
742 758
743 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
745 761
746 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 763 if (a[i] < k)
748 k=a[i],j=i; 764 k = a[i], j = i;
749 765
750 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 767 if (i != j)
752 k+=a[i]; 768 k += a[i];
753 } 769
754 return k; 770 return k;
755} 771}
756 772
757void roll_stats(object *op) { 773void
758 int sum=0; 774object::roll_stats ()
759 int i = 0, j = 0; 775{
760 int statsort[7]; 776 int statsort [7];
761 777
778 for (;;)
762 do { 779 {
763 op->stats.Str=roll_stat(); 780 int sum = 0;
764 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
765 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
775 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 790
784 /* a quick and dirty bubblesort? */
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
803 798
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 799 stats.exp = 0;
815 op->stats.ac=0; 800 stats.ac = 0;
816 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
817 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
820 811
821 fix_player(op); 812 contr->orig_stats = stats;
813 }
814}
815
816void
817object::swap_stats (int a, int b)
818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822
823 stats.Str = contr->orig_stats.Str;
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
822 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
825 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
826} 851}
827 852
828void Roll_Again(object *op) 853static void
854start_info (object *op)
829{ 855{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
838 857
839 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 862}
947 863
948/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
952 * not the class. 868 * not the class.
953 */ 869 */
954 870int
955int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
956{ 872{
957 int tmp_loop; 873 int tmp_loop;
958 874
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
965 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
966 878
967 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
971 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
973 888
974 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
975 890
976 if (op->msg) 891 if (op->msg)
977 op->msg=NULL; 892 op->msg = NULL;
978 893
979 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
980 * to save here. 895 * to save here.
981 */ 896 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 898 make_path_to_file (buf);
984 899
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 900 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 903 link_player_skills (op);
992 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
993 fix_player(op); 905 op->update_stats ();
994 906
995 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
996 * is one for this race 908 * is one for this race
997 */ 909 */
998 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
999 object *tmp; 912 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1003 first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 916 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1010 * default initial map */ 922 * default initial map */
1011 free_object(tmp); 923 tmp->destroy ();
924 }
1012 } else { 925 else
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 927
1015 return 0; 928 return 0;
1016 } 929 }
1017 930
1018 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1020 */ 933 */
1021 934
1022 tmp_loop = 0; 935 tmp_loop = 0;
1023 while(!tmp_loop) { 936 while (!tmp_loop)
937 {
1024 shstr name = op->name; 938 shstr name = op->name;
1025 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1026 remove_statbonus(op); 941 op->remove_statbonus ();
1027 remove_ob (op); 942 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1030 op->instantiate (); 945 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1033 op->x = x; 948 op->x = x;
1034 op->y = y; 949 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 953 op->add_statbonus ();
1040 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1041 } 955 }
956
1042 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 959 op->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 962 op->stats.grace = 0;
963
1048 if (op->msg) 964 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0; 968 return 0;
1052} 969}
1053 970
1054int key_confirm_quit(object *op, char key) 971void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 972flee_player (object *op)
973{
1100 int dir,diff; 974 int dir, diff;
1101 rv_vector rv; 975 rv_vector rv;
1102 976
1103 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
981 return;
982 }
983
984 if (op->enemy == NULL)
985 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return;
1007 }
1008
1009 get_rangevector (op, op->enemy, &rv, 0);
1010
1011 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++)
1013 {
1014 int m = 1 - (RANDOM () & 2);
1015
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1017 return;
1107 } 1018 }
1108 1019
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1022 op->enemy = NULL;
1143} 1023}
1144 1024
1145 1025
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1028 * stop.
1149 */ 1029 */
1030int
1150int check_pick(object *op) { 1031check_pick (object *op)
1032{
1151 object *tmp, *next; 1033 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1034 int stop = 0;
1154 int j, k, wvratio; 1035 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1156 1037
1157
1158 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1160 return 1; 1040 return 1;
1161 1041
1162 op_tag = op->count;
1163
1164 next = op->below; 1042 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1043
1168 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1045 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1171 { 1047 {
1172 tmp = next; 1048 tmp = next;
1173 next = tmp->below; 1049 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1050
1177 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1178 return 0; 1052 return 0;
1179 1053
1180 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1181 continue; 1055 continue;
1182 1056
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1058 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1060 pick_up (op, tmp);
1187 continue; 1061 continue;
1188 } 1062 }
1189 1063
1190 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1192 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1193 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1194 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1195 return 1; 1073 return 1;
1074 case 2:
1196 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1197 return 0; 1076 return 0;
1077 case 3:
1198 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1199 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1200 break; 1081 break;
1082 case 5:
1201 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1202 stop = 1; 1084 stop = 1;
1203 break; 1085 break;
1204 case 6: 1086 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1088 pick_up (op, tmp);
1208 break; 1089 break;
1209 1090
1210 case 7: 1091 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1093 pick_up (op, tmp);
1213 break; 1094 break;
1214 1095
1215 default: 1096 default:
1216 /* use value density */ 1097 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1100 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1101 }
1249 } 1102 }
1250 } 1103 else
1104 { /* old model */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG)
1107 {
1108 /* some debugging code to figure out item information */
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1252 1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1253#if 0 1355#if 0
1254 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1256 { 1358 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1360 }
1259 { 1361 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1365#endif
1266 } 1366 continue;
1267 /* philosophy: 1367 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1368 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1370 }
1427 } /* the new pickup model */ 1371
1428 }
1429 return ! stop; 1372 return !stop;
1430} 1373}
1431 1374
1432/* 1375/*
1433 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1378 * found object is returned.
1436 */ 1379 */
1380object *
1437object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1438{ 1382{
1439 object *tmp = NULL; 1383 object *tmp = NULL;
1440 1384
1441 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1446 return op; 1389 return op;
1447 return tmp; 1390 return tmp;
1448} 1391}
1449 1392
1450/* 1393/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1395 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1396 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1397 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1398 */
1456 1399
1400object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1402{
1459 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1461 1405
1462 if (!type) 1406 if (!type)
1463 return NULL; 1407 return NULL;
1464 1408
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1468 i = 0; 1413 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1415 if (i > betterby)
1416 {
1471 tmp = ntmp; 1417 tmp = ntmp;
1472 betterby = i; 1418 betterby = i;
1473 } 1419 }
1420 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1475 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1425 {
1478 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1479 *better = 100; 1428 *better = 100;
1480 return arrow; 1429 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1430 }
1485 } else { 1431 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1432 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1433 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1435 }
1502 } 1436 }
1437 else
1438 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1441 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447 }
1448 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 }
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 }
1503 } 1459 }
1460 }
1504 } 1461 }
1505 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1463 return find_arrow (op, type);
1507 1464
1508 *better = betterby; 1465 *better = betterby;
1509 return tmp; 1466 return tmp;
1510} 1467}
1511 1468
1512/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1471 * op = the shooter
1515 * type = bow->race 1472 * type = bow->race
1516 * dir = fire direction 1473 * dir = fire direction
1517 */ 1474 */
1518 1475
1476object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1520{ 1478{
1521 object *tmp = NULL; 1479 object *tmp = NULL;
1522 mapstruct *m; 1480 maptile *m;
1523 int i, mflags, found, number; 1481 int i, mflags, found, number;
1524 sint16 x, y; 1482 sint16 x, y;
1525 1483
1526 if (op->map == NULL) 1484 if (op->map == NULL)
1527 return find_arrow(op, type); 1485 return find_arrow (op, type);
1528 1486
1529 /* do a dex check */ 1487 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1490 return find_arrow (op, type);
1533 1491
1534 m = op->map; 1492 m = op->map;
1535 x = op->x; 1493 x = op->x;
1536 y = op->y; 1494 y = op->y;
1537 1495
1538 /* find the first target */ 1496 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1540 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1544 tmp = NULL; 1504 tmp = NULL;
1505 break;
1506 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption.
1511 */
1512 tmp = NULL;
1513 break;
1514 }
1515 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1545 break; 1524 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1525 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1526 }
1563 if (tmp == NULL) 1527 if (tmp == NULL)
1564 return find_arrow(op, type); 1528 return find_arrow (op, type);
1565 1529
1566 if (tmp->head) 1530 if (tmp->head)
1567 tmp = tmp->head; 1531 tmp = tmp->head;
1568 1532
1569 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1570} 1534}
1571 1535
1572/* 1536/*
1573 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1541 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1542 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1543 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1544 * player fire modes.
1581 */ 1545 */
1546int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1548{
1585 object *left, *bow; 1549 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1550 int bowspeed, mflags;
1588 mapstruct *m; 1551 maptile *m;
1589 1552
1590 if (!dir) { 1553 if (!dir)
1554 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1556 return 0;
1593 } 1557 }
1558
1594 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1596 else { 1561 else
1562 {
1597 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1565 * don't need to switch back and forth between bows and weapons.
1600 */ 1566 */
1601 if(bow->type==BOW) 1567 if (bow->type == BOW)
1602 break; 1568 break;
1603 1569
1604 if (!bow) { 1570 if (!bow)
1571 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1573 return 0;
1607 } 1574 }
1608 } 1575 }
1576
1609 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1580 return 0;
1612 } 1581 }
1613 1582
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1584
1616 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1619 if (bowspeed < 1) 1589 if (bowspeed < 1)
1620 bowspeed = 1; 1590 bowspeed = 1;
1621 1591
1622 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1624 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1599 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1601 return 0;
1631 } 1602 }
1632 } 1603 }
1604
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1607 return 0;
1636 } 1608
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1612 return 0;
1640 } 1613 }
1641 1614
1642 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1617 {
1645 free_object(arrow); 1618 arrow->destroy ();
1646 return 0; 1619 return 0;
1647 } 1620 }
1648 1621
1649 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1627 return 0;
1655 } 1628 }
1656 set_owner(arrow, op); 1629
1630 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1632 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1633
1663 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1637 op->update_stats ();
1666 } 1638 }
1667 1639
1668 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1674 1646
1675 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1677 */ 1649 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1683 /* update the speed */ 1653 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1656
1689 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1693 1659
1694 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1665
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1667 }
1668 else
1669 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1671 arrow->level = op->level;
1706 } 1672 }
1673
1707 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1709 if (bow->slaying != NULL) 1677 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1711 1679
1712 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1682
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1685
1720 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1687 move_arrow (arrow);
1722 1688
1723 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1726 else 1693 else
1727 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1728 } 1695 }
1696
1729 return 1; 1697 return 1;
1730} 1698}
1731 1699
1732/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1701 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1705 * hence the function name.
1738 */ 1706 */
1707int
1739int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1740{ 1709{
1741 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1742 1711
1743 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1713 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1715 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1719 wcmod = -1;
1720
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1722 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1734
1761 } else { 1735 }
1736 else
1737 {
1762 /* Simple case */ 1738 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1740 }
1765 return ret; 1741 return ret;
1766} 1742}
1767 1743
1768 1744
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1771 */ 1747 */
1748void
1772void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1773{ 1750{
1774 object *item; 1751 object *item;
1775 1752
1776 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1756 return;
1779 } 1757 }
1780 1758
1781 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1760 if (!item->inv)
1761 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1763 return;
1785 } 1764 }
1786 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1787 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 1771 return;
1791 } 1772 }
1773 }
1792 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 1779 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1781 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 1783 return;
1802 } 1784 }
1803 } 1785 }
1804 1786
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1808 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1809 object *tmp; 1794 object *tmp;
1795
1810 if (item->arch) { 1796 if (item->arch)
1797 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1813 item->speed = 0; 1800 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1801 }
1802
1816 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1805 }
1819 } 1806 }
1820 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1808 drain_rod_charge (item);
1822 }
1823 } 1809 }
1824} 1810}
1825 1811
1826/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1827 */ 1813 */
1814void
1828void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1829 int spellcost=0; 1817 int spellcost = 0;
1830 1818
1831 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1833 1822
1834 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1835 case range_none: 1825 case range_none:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir);
1830 return;
1831
1832 case range_magic: /* Casting spells */
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834 return;
1835
1836 case range_misc:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1836 return; 1855 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860 1857
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1872 default: 1863 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 1865 return;
1875 } 1866 }
1876} 1867}
1877 1868
1878 1869
1879 1870
1886 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1889 */ 1880 */
1890 1881
1882object *
1891object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1892{ 1884{
1893 object *tmp,*key; 1885 object *tmp, *key;
1894 1886
1895 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1897 1890
1898 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1901 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1903 */ 1898 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1900 break;
1906 } 1901 }
1907 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1903 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1904 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1905 * a key, return
1911 */ 1906 */
1912 if (!tmp) { 1907 if (!tmp)
1908 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1914 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1917 } 1916 }
1918 } 1917 }
1918 if (!tmp)
1919 if (!tmp) return NULL; 1919 return NULL;
1920 } 1920 }
1921 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1922 * see if we actually want to use it
1923 */ 1923 */
1924 if (pl!=container) { 1924 if (pl != container)
1925 {
1925 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1927 /* cases where this fails: 1929 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1931 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1931 * containers can be used. 1933 * containers can be used.
1932 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1936 * 1938 *
1937 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1938 * all the others. 1940 * all the others.
1939 */ 1941 */
1940 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1945 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1948 return NULL;
1949 } 1949 }
1950 } 1950 }
1951 return tmp; 1951 return tmp;
1952} 1952}
1953 1953
1954/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1957 * 0 otherwise 1957 * 0 otherwise
1958 */ 1958 */
1959static int
1959static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1960{ 1961{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1965 */ 1965 */
1966 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1967 1967
1968 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1969 if (key) { 1969 if (key)
1970 {
1970 object *container=key->env; 1971 object *container = key->env;
1971 1972
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op);
1975 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 } 1981 }
1978 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1980 "You open the door with the %s", query_short_name(key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1986 }
1983 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
1986 if (container != op) 1990 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
1989 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
1990 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 1998 return 1;
1993 } 1999 }
1994 return 0; 2000 return 0;
1995} 2001}
1996 2002
1997/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2002 */ 2008 */
2003 2009void
2004void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2005{ 2011{
2006 object *tmp, *mon; 2012 object *tmp, *mon;
2007 sint16 nx, ny; 2013 sint16 nx, ny;
2008 int on_battleground; 2014 int on_battleground;
2009 mapstruct *m; 2015 maptile *m;
2010 2016
2011 nx=freearr_x[dir]+op->x; 2017 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2018 ny = freearr_y[dir] + op->y;
2013 2019
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2015 2021
2016 /* If braced, or can't move to the square, and it is not out of the 2022 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2023 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2024 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2026 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2027 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2028 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2029 * move_ob uses.
2024 */ 2030 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 } 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2030 else m =op->map; 2040 m = op->map;
2031 2041
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (!(tmp = m->at (nx, ny).bot))
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2034 return; 2105 return;
2035 }
2036 2106
2037 mon = NULL; 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2038 /* Go through all the objects, and find ones of interest. Only stop if 2108 (void) push_ob (mon, dir, op);
2039 * we find a monster - that is something we know we want to attack. 2109 if (op->contr->tmp_invis || op->hide)
2040 * if its a door or barrel (can roll) see if there may be monsters 2110 make_visible (op);
2041 * on the space 2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't
2118 * attack them either.
2042 */ 2119 */
2043 while (tmp!=NULL) { 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2122#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2123 (op->contr->peaceful
2124 || (mon->type == PLAYER
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground))
2131 {
2132 if (!op->contr->braced)
2133 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op);
2047 } 2136 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2137 else
2049 mon = tmp; 2138 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142 }
2143
2144 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced.
2146 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2148 {
2149 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op))
2151 make_visible (op);
2152 }
2153
2154 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen.
2159 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 {
2163
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 {
2171 op->speed_left += op->speed / op->contr->weapon_sp;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2051 } 2174 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2175
2060 if(mon->head != NULL) 2176 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2177
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2178 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2179 * hitback, and doesn't loose luck either.
2065 2180 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2181 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2182 */
2073 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2184 {
2114 if (!op->contr->braced) { 2185 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2186
2116 (void) push_ob(mon,dir,op); 2187 mon->contr->has_hit = 1;
2117 } else { 2188 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2189 mon->stats.luck = luck;
2119 } 2190 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2191
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2129 } 2193 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2194 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2195 } /* if player should attack something */
2170} 2196}
2171 2197
2198int
2172int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2173 int pick; 2201 int pick;
2174 2202
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2204 return 0;
2205
2206 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9))
2208 {
2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2210 return 0;
2211 }
2212
2213 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2216
2217 op->facing = dir;
2218
2219 if (op->hide)
2220 do_hidden_move (op);
2221
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ;
2224 else if (op->contr->fire_on)
2225 fire (op, dir);
2226 else
2227 {
2228 move_player_attack (op, dir);
2229 pick = check_pick (op);
2230 }
2231
2232 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing.
2234 */
2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2236 op->direction = dir;
2237 else
2238 op->direction = 0;
2239
2240 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities
2242 * for players.
2243 */
2244 animate_object (op, op->facing);
2245 return 0;
2216} 2246}
2217 2247
2218/* This is similar to handle_player, below, but is only used by the 2248/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2249 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2250 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2251 * the new speed values for commands.
2222 * 2252 *
2223 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2224 */ 2254 */
2255int
2225int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2226{ 2257{
2227 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2228 op->invisible = 1000; 2260 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2232 */ 2264 */
2233 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2237 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2238 make_visible(op); 2273 make_visible (op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 } 2275 }
2241 } 2276 }
2242 2277
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2244 flee_player(op); 2280 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2281 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2247 op->speed_left--; 2284 op->speed_left--;
2248 return 0; 2285 return 0;
2249 } 2286 }
2250 } 2287 }
2251 2288
2252 /* I've been seeing crashes where the golem has been destroyed, but 2289 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that 2290 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so 2291 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer. 2292 * put this in a a workaround to clean up the golem pointer.
2256 */ 2293 */
2257 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2296
2264 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2299 * called, so we recheck it here.
2267 */ 2300 */
2268 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2302 return 1;
2270 2303
2304 if (op->speed_left > 0)
2305 {
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2272 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2309 op->speed_left--;
2274 2310
2275 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2278 */ 2314 */
2279 move_player(op, op->direction); 2315 move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2316
2281 else return 0; 2317 return op->speed_left > 0;
2318 }
2282 } 2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2328 return 0;
2284}
2285 2329
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2335
2297 query_name(tmp));
2298 if (op->contr) 2336 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2338
2301 free_object(tmp); 2339 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2303 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2305 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2306 op->stats.food = 999; 2346 op->stats.food = 999;
2307 fix_player(op); 2347
2348 op->update_stats ();
2308 return 1; 2349 return 1;
2309 } 2350 }
2351
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2355 return 0;
2314} 2356}
2315 2357
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2358/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2359 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2360 * function will descend into containers. op is the object to start the search
2319 * from. 2361 * from.
2320 */ 2362 */
2363void
2321void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2322{ 2365{
2323 object *next; 2366 object *next;
2324 2367
2325 while (op) { 2368 while (op)
2369 {
2326 next=op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2371
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2373 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2376
2377 op->insert_at (env);
2336 } 2378 }
2379 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2338 op=next; 2382 op = next;
2339 } 2383 }
2340} 2384}
2341
2342 2385
2343/* 2386/*
2344 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2349 */ 2392 */
2393char *
2350char *gravestone_text (object *op) 2394gravestone_text (object *op)
2351{ 2395{
2352 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2398 time_t now = time (NULL);
2355 2399
2356 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2403 else
2360 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2407 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2410 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2414 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2419 strcat (buf2, buf);
2373 } 2420 }
2421
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2377 return buf2; 2426 return buf2;
2378} 2427}
2379 2428
2380 2429void
2381
2382void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2383 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2386 int i; 2435 int i;
2387 int rate_hp = 1200; 2436 int rate_hp = 1200;
2388 int rate_sp = 2500; 2437 int rate_sp = 2500;
2389 int rate_grace = 2000; 2438 int rate_grace = 2000;
2390 const int max_hp = 1; 2439 const int max_hp = 1;
2391 const int max_sp = 1; 2440 const int max_sp = 1;
2392 const int max_grace = 1; 2441 const int max_grace = 1;
2393 2442
2394 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL &&
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2448 }
2400 2449
2401 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2402 2451 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2456 else
2457 {
2408 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2460 }
2461
2411 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2464 else
2465 {
2414 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2468 }
2469
2417 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2472 else
2473 {
2420 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2476 }
2423 2477
2424 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2483 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2484 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2485 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2448 } 2493 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2472 } else { 2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 }
2519
2520 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0)
2523 {
2524 if (op->stats.grace < op->stats.maxgrace / 2)
2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2527 if (max_grace > 1)
2528 {
2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2530 if (over_grace > 0)
2531 {
2532 op->stats.sp += over_grace
2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2534 op->last_grace = 0;
2535 }
2536 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 }
2541 else
2542 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2544 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2476 } 2546 }
2477 2547
2478 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2480 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2481 op->stats.hp++; 2553 op->stats.hp++;
2482 /* dms do not consume food */ 2554 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2556 {
2557 op->stats.food--;
2485 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2561 op->stats.food = last_food;
2562 }
2563 }
2564
2565 if (max_hp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571 op->last_heal = 0;
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 }
2490 } 2582 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2583
2506 /* Digestion */ 2584 /* Digestion */
2507 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2508#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2590#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2592#endif
2516 2593
2517 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2596 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2521 /* dms do not consume food */ 2599 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2601 op->stats.food--;
2524 } 2602 }
2525 2603
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 {
2527 object *tmp, *flesh=NULL; 2606 object *tmp, *flesh = 0;
2528 2607
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2617 break;
2536 } 2618 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2538 } /* End if paid for object */ 2621 } /* End if paid for object */
2539 } /* end of for loop */ 2622 } /* end of for loop */
2623
2540 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2625 * eat flesh instead.
2542 */ 2626 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2546 } 2631 }
2547 } /* end if player is starving */ 2632 }
2548 2633
2549 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2551 2636
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2638 kill_player (op);
2639 }
2554} 2640}
2555
2556
2557 2641
2558/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2645 * file.
2562 */ 2646 */
2647void
2563void kill_player(object *op) 2648kill_player (object *op)
2564{ 2649{
2565 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2566 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2568 int z; 2656 /* int z;
2569 int num_stats_lose; 2657 int num_stats_lose;
2570 int lost_a_stat; 2658 int lost_a_stat;
2571 int lose_this_stat; 2659 int lose_this_stat;
2572 int this_stat; 2660 int this_stat; */
2573 int will_kill_again; 2661 int will_kill_again;
2574 archetype *at; 2662 archetype *at;
2575 object *tmp; 2663 object *tmp;
2576 2664
2577 if(save_life(op)) 2665 if (save_life (op))
2578 return; 2666 return;
2579 2667
2580 2668
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2670 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2672 */
2585 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2587 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2677
2590
2591 /* restore player */ 2678 /* restore player */
2592 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2681 {
2595 remove_ob(tmp); 2682 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2688 {
2599 2689 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2691 }
2607 2692
2608 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2611 2696 op->stats.food = 999;
2697
2612 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2700 {
2616 sprintf(buf,"%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2702 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2706 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2710 }
2711
2629 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2714 op->contr->braced = 0;
2632 return; 2715 return;
2633 } 2716 }
2634 2717
2635 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2636 2719
2637 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2638 2721
2639 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2723 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2648 } 2726 }
2649 else { 2727 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2657 } 2729
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2731
2660 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2662 2736
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
2668 */ 2740 */
2669 2741
2670 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2744 * of death.
2673 */ 2745 */
2674#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2676 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2751 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2754 little bit harder. */
2682 /* GD */ 2755 /* GD */
2683 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2757 num_stats_lose = 1;
2689 } 2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2690 lost_a_stat = 0; 2764 lost_a_stat = 0;
2691 2765
2692 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2693 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2694 2769
2695 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2696 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2773 * what he lost.
2698 */ 2774 */
2699 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2780 lost_a_stat = 1;
2705 } else { 2781 }
2782 else
2783 {
2706 /* deplete a stat */ 2784 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2709 2790 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2714 } 2793 }
2715 lose_this_stat = 1; 2794 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2795 if (settings.balanced_stat_loss)
2796 {
2717 /* GD */ 2797 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2798 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2800 if (this_stat < 0)
2801 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2803 int keep_chance = this_stat * this_stat;
2804
2723 /* Yes, I am paranoid. Sue me. */ 2805 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2806 if (keep_chance < 1)
2725 keep_chance = 1; 2807 keep_chance = 1;
2726 2808
2727 /* There is a maximum depletion total per level. */ 2809 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2729 lose_this_stat = 0; 2812 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2814 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2815 }
2741 } 2816 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2817 {
2751 if (this_stat>=-50) { 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2823 }
2758 } 2824 }
2759 } 2825 }
2760 } 2826
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2763 { 2837 {
2764 /* determine_god() seems to not work sometimes... why is this? 2838 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2839 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2841 op->update_stats ();
2770 " you.", god); 2842 lost_a_stat = 1;
2771 else 2843 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2844 }
2845 }
2846 }
2847 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat)
2849 {
2850 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */
2852 const char *god = determine_god (op);
2853
2854 if (god && (strcmp (god, "none")))
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2858 }
2859#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2861#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2862
2779 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2864 * exp loss on the stone.
2781 */ 2865 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2867 sprintf (buf, "%s's gravestone", &op->name);
2868 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2869 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2870 tmp->name_pl = buf;
2786 "who was killed\n" 2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2872 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2875
2794 /**************************************/ 2876 /**************************************/
2795 /* */ 2877 /* */
2796 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2799 /* */ 2881 /* */
2800 /**************************************/ 2882 /**************************************/
2801 2883
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2885 /* restore player */
2804 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2888
2807 remove_ob(tmp); 2889 if (tmp)
2808 free_object(tmp); 2890 {
2891 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2893 }
2811 2894
2812 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2897 if (tmp)
2815 remove_ob(tmp); 2898 {
2816 free_object(tmp); 2899 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2901 }
2902
2819 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2820 2904
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2912
2828 /* 2913 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
2830 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map. 2916 * in the map.
2832 */ 2917 */
2833 2918
2834 if (is_in_shop (op)) 2919 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2836 2921
2837 /****************************************/ 2922 /****************************************/
2838 /* */ 2923 /* */
2839 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2841 /* */ 2926 /* */
2842 /****************************************/ 2927 /****************************************/
2843 2928
2844 enter_player_savebed(op); 2929 enter_player_savebed (op);
2845 2930
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2931 op->contr->braced = 0;
2850 save_player(op,1);
2851 2932
2852 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2936 * on the space that might harm the player.
2856 */ 2937 */
2857 will_kill_again=0; 2938 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2861 } 2942
2862 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2863 object *force; 2945 object *force;
2864 int at; 2946 int at;
2865 2947
2866 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2950 force->speed = 0.1;
2869 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2870 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2955 force->resist[at] = 100;
2956
2957 insert_ob_in_ob (force, op);
2958 op->update_stats ();
2959
2960 }
2961
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2963}
2964
2965void
2966loot_object (object *op)
2967{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next;
2969
2970 if (op->container)
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972
2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
2975 next = tmp->below;
2976
2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y;
2982 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */
2984 loot_object (tmp);
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987 {
2988 if (tmp->nrof > 1)
2989 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2993 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2994 else
2933 delete_character(op->name,1); 2995 tmp->destroy ();
2934 } 2996 }
2935 } 2997 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2999 }
2977} 3000}
2978 3001
2979/* 3002/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 3005 * was changed.
2983 */ 3006 */
2984 3007
3008void
2985void fix_weight(void) { 3009fix_weight (void)
2986 player *pl; 3010{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
2989 if(old == sum) 3015 if (old == sum)
2990 continue; 3016 continue;
2991 fix_player(pl->ob); 3017 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3019 }
2995} 3020}
2996 3021
3022void
2997void fix_luck(void) { 3023fix_luck (void)
2998 player *pl; 3024{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3000 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3002} 3028}
3003
3004 3029
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3008 */ 3033 */
3009
3010void 3034void
3011cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3012{ 3036{
3013 object *skop, *spob; 3037 object *skop, *spob;
3014 3038
3015 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3016 3040
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3043 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3044 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3045 return;
3023 } 3046 }
3024 3047
3025 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3026 3049
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3051 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3053 if (!spob)
3031 { 3054 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3056 return;
3035 } 3057 }
3036 3058
3037 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3060 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3061
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3063
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3065}
3046 3066
3067void
3047void make_visible (object *op) { 3068make_visible (object *op)
3069{
3048 op->hide = 0; 3070 op->hide = 0;
3049 op->invisible = 0; 3071 op->invisible = 0;
3050 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3051 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3075 op->contr->invis_race = 0;
3053 } 3076 }
3054 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3055} 3078}
3056 3079
3080int
3057int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3058 object *tmp=NULL; 3083 object *tmp = NULL;
3059 3084
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3061 3087
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3088 return 0;
3067} 3089}
3068 3090
3069/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3093 * indicate greater hideability.
3072 */ 3094 */
3073 3095
3096int
3074int hideability(object *ob) { 3097hideability (object *ob)
3098{
3075 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3076 sint16 x,y; 3100 sint16 x, y;
3077 3101
3078 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3079 3104
3080 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3082 3107
3083 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3109 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3087 3113
3088 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3123 level += 2;
3094 else /* open terrain! */ 3124 else /* open terrain! */
3095 level -= 1; 3125 level -= 1;
3096 } 3126 }
3097 3127
3098#if 0 3128#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3130#endif
3101 return level; 3131 return level;
3102} 3132}
3103 3133
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3138 */
3109 3139
3140void
3110void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3144 object *skop;
3113 3145
3114 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3115 3148
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3150
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3156 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3158 }
3159 else
3160 num += 20;
3161
3162 num += op->map->difficulty;
3163 hide = hideability (op); /* modify by terrain hidden level */
3164 num -= hide;
3165
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 {
3168 make_visible (op);
3169 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 }
3134 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3174}
3138 3175
3139/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3140 3177
3178int
3141int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3142 object *tmp=NULL; 3181 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3183 maptile *m;
3145 sint16 x,y; 3184 sint16 x, y;
3146 3185
3147 if(!who) return 0; 3186 if (!who)
3187 return 0;
3148 3188
3149 if(who->type==PLAYER) player=1; 3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3194
3152 /* search adjacent squares */ 3195 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3196 for (i = 1; i < 9; i++)
3197 {
3154 x = who->x+freearr_x[i]; 3198 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3199 y = who->y + freearr_y[i];
3156 m = who->map; 3200 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3202 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3203 * blocked, don't need to check this space.
3160 */ 3204 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3208 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3209
3165 if((player||friendly) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3213 return 1;
3214 else if (tmp->type == PLAYER)
3215 {
3216 /*don't let a hidden DM prevent you from hiding */
3217 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3218 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3219 }
3174 } 3220 }
3175 } 3221 }
3176 return 0; 3222 return 0;
3177} 3223}
3178 3224
3179/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3227 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3234 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3235 * -b.t.
3190 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3191 */ 3237 */
3192 3238
3239int
3193int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3194 rv_vector rv; 3242 rv_vector rv;
3195 int dx,dy; 3243 int dx, dy;
3196 3244
3197 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3248 return -1;
3200 } 3249 }
3201 if (!pl || !op) return 0;
3202 3250
3203 if(op->head) { op = op->head; } 3251 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3252 return 0;
3253
3254 op = op->head_ ();
3255
3256 get_rangevector (pl, op, &rv, 0x1);
3257
3258 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any
3260 * part that is in the los array but isnt on
3261 * a blocked los square.
3262 * we use the archetype to figure out offsets.
3263 */
3264 while (op)
3265 {
3266 dx = rv.distance_x + op->arch->clone.x;
3267 dy = rv.distance_y + op->arch->clone.y;
3268
3269 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1;
3277 op = op->more;
3278 }
3279 return 0;
3227} 3280}
3228 3281
3229/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3286 * return 0.
3234 */ 3287 */
3288int
3235int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3236 3291
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3295 return 0;
3240 3296
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3242 3299
3243 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3304 return 1;
3247 } 3305 }
3248 } 3306 }
3249 return 0; 3307 return 0;
3250} 3308}
3251 3309
3252/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3314 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3315 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3316 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3317 */
3318int
3260int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3261 object *tmp; 3321 object *tmp;
3262 3322
3263 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 {
3276 object *invtmp; 3339 object *invtmp;
3340
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3280 if (x != NULL && y != NULL) 3345 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3347 return 1;
3348 }
3283 } 3349 }
3284 } 3350 }
3285 }
3286 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3353 return 1;
3354 }
3289 } 3355 }
3290 }
3291 } 3356 }
3292 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3293 return 0; 3358 return 0;
3294} 3359}
3295 3360
3296/* 3361/*
3300 * attributes: 3365 * attributes:
3301 * object *who the dragon player 3366 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3303 * int level ability level 3368 * int level ability level
3304 */ 3369 */
3370void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3378 int i = 0, j = 0;
3312 3379
3313 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3322 3389
3323 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3391 return;
3392
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394
3395 if (!tr || !tr->item)
3396 {
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return;
3399 }
3400
3401 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone);
3403
3404 if (item->type == SPELL)
3405 {
3406 if (check_spell_known (who, item->name))
3324 return; 3407 return;
3325 3408
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3409 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3410 do_learn_spell (who, item, 0);
3328 3411 return;
3329 if (tr == NULL || tr->item == NULL) { 3412 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3413
3414 /* grant direct spell */
3415 if (item->type == SPELLBOOK)
3416 {
3417 if (!item->inv)
3418 {
3419 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3420 return;
3421 }
3422 if (check_spell_known (who, item->inv->name))
3331 return; 3423 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3424 if (item->invisible)
3425 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3426 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3357 return; 3428 return;
3358 } 3429 }
3359 } 3430 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3433 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3434 {
3362 3435
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3437 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3438 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3367 */ 3440 */
3368 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3369 /* Give new attacktype */ 3443 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3371 3445
3372 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3374 3448
3375 if (item->msg != NULL) 3449 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3451
3378 /* Give player new face */ 3452 /* Give player new face */
3379 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3380 who->face = skop->face; 3455 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3458 who->last_anim = 0;
3384 who->state = 0; 3459 who->state = 0;
3385 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3386 } 3461 }
3387 } 3462 }
3388 } 3463 }
3389 } 3464 }
3390 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3391 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3468 object *skin;
3469
3393 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3473 ;
3397 3474
3475 if (!skin)
3476 return;
3477
3398 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3482
3402 /* print message */ 3483 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486 {
3405 if(item->path_attuned & (1<<i)) { 3487 if (item->path_attuned & (1 << i))
3488 {
3406 if (j) 3489 if (j)
3407 strcat(buf," and "); 3490 strcat (buf, " and ");
3408 else 3491 else
3409 j = 1; 3492 j = 1;
3410 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3411 } 3494 }
3412 } 3495 }
3413 strcat(buf,"."); 3496 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3498 }
3416 3499
3417 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3507
3425 /* print message if there is one */ 3508 /* print message if there is one */
3426 if (item->msg != NULL) 3509 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3510 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3511 }
3512 else
3428 } 3513 {
3429 else {
3430 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3436 } 3520 }
3437} 3521}
3438 3522
3439/** 3523/**
3440 * Unready an object for a player. This function does nothing if the object was 3524 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3525 * not readied.
3442 */ 3526 */
3527void
3443void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3529{
3445
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3447 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3448 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3449 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3450 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3451 }
3452 } 3536 }
3453 }
3454} 3537}

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