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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 204
208 if (!p) 205 players.erase (this);
209 { 206}
210 p = new player;
211 207
212 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
213 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 210void
215 * that needs to be done except for things like output of 211player::connect (client *ns)
216 * 'who'. 212{
217 */ 213 this->ns = ns;
218 player *tmp = first_player; 214 ns->pl = this;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 215
226 p->next = NULL; 216 run_on = 0;
227 } 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
228 219
229 /* Clears basically the entire player structure except 220 ns->update_look = 0;
230 * 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.
231 */ 247 */
232 p->clear (); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
233 250
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{
234 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 328 * we deal with that below this point.
236 */ 329 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 333
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
248 335
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 337 shoottype = range_none;
265 p->bowtype = bow_normal; 338 bowtype = bow_normal;
266 p->petmode = pet_normal; 339 petmode = pet_normal;
267 p->listening = 10; 340 listening = 10;
268 p->usekeys = containers; 341 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 343 do_los = 1;
272 p->explore = 0; 344}
273 p->no_shout = 0; /* default can shout */
274 345
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 346void
276 p->title[sizeof (p->title) - 1] = '\0'; 347player::do_destroy ()
277 op->race = op->arch->clone.race; 348{
349 disconnect ();
278 350
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 351 attachable::do_destroy ();
280 352
281 /* we need to clear these to -1 and not zero - otherwise, 353 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 354 {
291 for (i = 0; i < NROFATTACKS; i++) 355 ob->destroy_inv (false);
356 ob->destroy ();
292 { 357 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 358}
302 359
303/* This loads the first map an puts the player on it. */ 360player::~player ()
304static void set_first_map(object *op)
305{ 361{
306 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
307 op->x = -1; 363 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 364}
311 365
312/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
313 * 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
314 * mode. 368 * mode.
315 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
316 374
317int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 376 set_first_map (pl->ob);
332 377
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 378 return pl;
340} 379}
341 380
342/* 381/*
343 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
346 */ 385 */
386archetype *
347archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
348{ 388{
349 archetype *start = at; 389 archetype *start = at;
390
350 for (;;) { 391 for (;;)
392 {
351 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
352 at=first_archetype; 394 at = first_archetype;
353 else 395 else
354 at=at->next; 396 at = at->next;
397
355 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
356 return at; 399 return at;
400
357 if (at == start) { 401 if (at == start)
402 {
358 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 404 exit (-1);
360 } 405 }
361 } 406 }
362} 407}
363 408
364 409object *
365object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
366 object *op = NULL; 412 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 413 objectlink *ol;
369 unsigned lastdist; 414 unsigned lastdist;
370 rv_vector rv; 415 rv_vector rv;
371 416
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
377 */ 423 */
378 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 {
379 object *tmp=ol->ob; 426 object *tmp = ol->ob;
380 427
381 /* 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
382 * itself will have been cleared. 429 * itself will have been cleared.
383 */ 430 */
384 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 ());
385 ol = ol->next; 433 ol = ol->next;
386 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
435 if (!ol)
387 if (!ol) return op; 436 return op;
388 } 437 }
389 438
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
393 * 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
394 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
396 */ 445 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 447 continue;
399 448
400 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
450 {
401 op=ol->ob; 451 op = ol->ob;
402 lastdist=rv.distance; 452 lastdist = rv.distance;
403 } 453 }
404 } 454 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 455
456 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 457 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 459 {
413 } 460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
414#if 0 464#if 0
415 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)");
416#endif 466#endif
417 return op; 467 return op;
418} 468}
419 469
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 488 * is probably not a good thing.
439 */ 489 */
440#define MAX_SPACES 50 490#define MAX_SPACES 50
441
442 491
443/* 492/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
459 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 511 * is blocking itself.
463 */ 512 */
513int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
465 rv_vector rv; 516 rv_vector rv;
466 sint16 x,y; 517 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
469 520
470 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
471 522
472 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
524 return 0;
473 525
474 x=mon->x; 526 x = mon->x;
475 y=mon->y; 527 y = mon->y;
476 m=mon->map; 528 m = mon->map;
477 dir = rv.direction; 529 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 533 if (diff > max)
534 return 0;
482 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
483 lastx = x; 537 lastx = x;
484 lasty = y; 538 lasty = y;
485 lastmap = m; 539 lastmap = m;
486 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
488 542
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 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);
491 545
492 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
495 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
497 */ 552 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
500 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 557 * the values so it will try again.
502 */ 558 */
503 x = lastx; 559 x = lastx;
504 y = lasty; 560 y = lasty;
505 m = lastmap; 561 m = lastmap;
506 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
507 } else { 564 else
565 {
508 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
509 * either the left or right. 567 * either the left or right.
510 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
513 * 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
514 * stepping back and forth 572 * stepping back and forth
515 */ 573 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 579 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 586 * the last direction the creature has successfully
527 * moved. 587 * moved.
528 */ 588 */
529 589
530 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 592 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
538 601
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
540 } 604 }
541 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
543 */ 607 */
544 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 609 return 0;
546 diff--; 610 diff--;
547 lastdir=dir; 611 lastdir = dir;
548 max--; 612 max--;
549 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
550 } /* else check alternate directions */ 615 } /* else check alternate directions */
551 } /* if blocked */ 616 } /* if blocked */
552 else { 617 else
618 {
553 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
554 diff--; 620 diff--;
555 max--; 621 max--;
556 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
557 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626 if (diff <= 1)
558 } 627 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 628 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 629 * headed toward player for entire distance.
562 */ 630 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 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);
565 } 633 }
566 if (diff>max) return 0; 634 if (diff > max)
635 return 0;
567 } 636 }
568 /* 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 */
569 if (!max) return 0; 638 if (!max)
639 return 0;
570 640
571 return firstdir; 641 return firstdir;
572} 642}
573 643
644void
574void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
575 object *op,*next=NULL; 647 object *op, *next = NULL;
576 648
577 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 651
580 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
581 next = op->below; 654 next = op->below;
582 655
583 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
584 * 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
585 */ 658 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
588 661
589 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 663 * by this player due to race restrictions
591 */ 664 */
592 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 672 {
603 } 673 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 674 continue;
623 } 675 }
624 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)
625 } 685 {
686 object *tmp;
626 687
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
627 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 706 }
630 707
631 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 710 * merged properly.
634 */ 711 */
635 if (need_identify(op)) { 712 if (need_identify (op))
713 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
639 } 719 {
640 if(op->type==SPELL) { 720 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
644 } 724 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 726 op->stats.exp = 0;
648 op->level = 1; 727 op->level = 1;
649 } 728 }
650 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
653 733
654 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
655 link_player_skills(pl); 735 link_player_skills (pl);
656} 736}
657 737
658void get_name(object *op) { 738void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
731 if (party == NULL) { 741 if (party == NULL)
742 {
732 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);
733 return; 744 return;
734 } 745 }
746
735 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
738 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:");
739} 751}
740
741 752
742/* 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
743int roll_stat(void) { 755roll_stat (void)
756{
744 int a[4],i,j,k; 757 int a[4], i, j, k;
745 758
746 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
748 761
749 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 763 if (a[i] < k)
751 k=a[i],j=i; 764 k = a[i], j = i;
752 765
753 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 767 if (i != j)
755 k+=a[i]; 768 k += a[i];
756 } 769
757 return k; 770 return k;
758} 771}
759 772
760void roll_stats(object *op) { 773void
761 int sum=0; 774object::roll_stats ()
762 int i = 0, j = 0; 775{
763 int statsort[7]; 776 int statsort [7];
764 777
778 for (;;)
765 do { 779 {
766 op->stats.Str=roll_stat(); 780 int sum = 0;
767 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
778 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 790
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
806 798
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 799 stats.exp = 0;
818 op->stats.ac=0; 800 stats.ac = 0;
819 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
820 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
823 811
824 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
825 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
829} 851}
830 852
831void Roll_Again(object *op) 853static void
854start_info (object *op)
832{ 855{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
841 857
842 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 862}
950 863
951/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
955 * not the class. 868 * not the class.
956 */ 869 */
957 870int
958int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
959{ 872{
960 int tmp_loop; 873 int tmp_loop;
961 874
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
968 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
969 878
970 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
974 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
976 888
977 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
978 890
979 if (op->msg) 891 if (op->msg)
980 op->msg=NULL; 892 op->msg = NULL;
981 893
982 /* 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
983 * to save here. 895 * to save here.
984 */ 896 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 898 make_path_to_file (buf);
987 899
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 900 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 903 link_player_skills (op);
995 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
996 fix_player(op); 905 op->update_stats ();
997 906
998 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
999 * is one for this race 908 * is one for this race
1000 */ 909 */
1001 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1002 object *tmp; 912 object *tmp;
1003 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1005 first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1006 tmp=get_object(); 916 tmp = object::create ();
1007 EXIT_PATH(tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1008 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1009 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1010 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;
1011 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1012 * default initial map */ 922 * default initial map */
1013 free_object(tmp); 923 tmp->destroy ();
924 }
1014 } else { 925 else
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 927
1017 return 0; 928 return 0;
1018 } 929 }
1019 930
1020 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1022 */ 933 */
1023 934
1024 tmp_loop = 0; 935 tmp_loop = 0;
1025 while(!tmp_loop) { 936 while (!tmp_loop)
937 {
1026 shstr name = op->name; 938 shstr name = op->name;
1027 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1028 remove_statbonus(op); 941 op->remove_statbonus ();
1029 remove_ob (op); 942 op->remove ();
1030 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1031 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1032 op->instantiate (); 945 op->instantiate ();
1033 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1035 op->x = x; 948 op->x = x;
1036 op->y = y; 949 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 953 op->add_statbonus ();
1042 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1043 } 955 }
956
1044 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1046 fix_player(op); 959 op->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1049 op->stats.grace=0; 962 op->stats.grace = 0;
963
1050 if (op->msg) 964 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1052 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");
1053 return 0; 968 return 0;
1054} 969}
1055 970
1056int key_confirm_quit(object *op, char key) 971void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 972flee_player (object *op)
973{
1102 int dir,diff; 974 int dir, diff;
1103 rv_vector rv; 975 rv_vector rv;
1104 976
1105 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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)))
1108 return; 1017 return;
1109 } 1018 }
1110 1019
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1022 op->enemy = NULL;
1145} 1023}
1146 1024
1147 1025
1148/* 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.
1149 * 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
1150 * stop. 1028 * stop.
1151 */ 1029 */
1030int
1152int check_pick(object *op) { 1031check_pick (object *op)
1032{
1153 object *tmp, *next; 1033 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1034 int stop = 0;
1156 int j, k, wvratio; 1035 int j, k, wvratio;
1157 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1158 1037
1159
1160 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1162 return 1; 1040 return 1;
1163 1041
1164 op_tag = op->count;
1165
1166 next = op->below; 1042 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1043
1170 /* 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
1171 * destroyed */ 1045 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1173 { 1047 {
1174 tmp = next; 1048 tmp = next;
1175 next = tmp->below; 1049 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1050
1179 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1180 return 0; 1052 return 0;
1181 1053
1182 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1183 continue; 1055 continue;
1184 1056
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1058 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1060 pick_up (op, tmp);
1189 continue; 1061 continue;
1190 } 1062 }
1191 1063
1192 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1194 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1195 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1196 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1197 return 1; 1073 return 1;
1074 case 2:
1198 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1199 return 0; 1076 return 0;
1077 case 3:
1200 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1201 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1202 break; 1081 break;
1082 case 5:
1203 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1204 stop = 1; 1084 stop = 1;
1205 break; 1085 break;
1206 case 6: 1086 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1088 pick_up (op, tmp);
1210 break; 1089 break;
1211 1090
1212 case 7: 1091 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1093 pick_up (op, tmp);
1215 break; 1094 break;
1216 1095
1217 default: 1096 default:
1218 /* use value density */ 1097 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1100 pick_up (op, tmp);
1224 }
1225 }
1226 else { /* old model */
1227 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 } 1101 }
1251 } 1102 }
1252 } 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
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1254 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);
1255#if 0 1355#if 0
1256 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1258 { 1358 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1360 }
1261 { 1361 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1263 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1365#endif
1268 } 1366 continue;
1269 /* philosophy: 1367 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1368 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1370 }
1429 } /* the new pickup model */ 1371
1430 }
1431 return ! stop; 1372 return !stop;
1432} 1373}
1433 1374
1434/* 1375/*
1435 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1378 * found object is returned.
1438 */ 1379 */
1380object *
1439object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1440{ 1382{
1441 object *tmp = NULL; 1383 object *tmp = NULL;
1442 1384
1443 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1448 return op; 1389 return op;
1449 return tmp; 1390 return tmp;
1450} 1391}
1451 1392
1452/* 1393/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1398 */
1458 1399
1400object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1402{
1461 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1463 1405
1464 if (!type) 1406 if (!type)
1465 return NULL; 1407 return NULL;
1466 1408
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1470 i = 0; 1413 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1415 if (i > betterby)
1416 {
1473 tmp = ntmp; 1417 tmp = ntmp;
1474 betterby = i; 1418 betterby = i;
1475 } 1419 }
1420 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1477 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1425 {
1480 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1481 *better = 100; 1428 *better = 100;
1482 return arrow; 1429 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1430 }
1487 } else { 1431 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1432 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1433 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1435 }
1504 } 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 }
1505 } 1459 }
1460 }
1506 } 1461 }
1507 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1463 return find_arrow (op, type);
1509 1464
1510 *better = betterby; 1465 *better = betterby;
1511 return tmp; 1466 return tmp;
1512} 1467}
1513 1468
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1471 * op = the shooter
1517 * type = bow->race 1472 * type = bow->race
1518 * dir = fire direction 1473 * dir = fire direction
1519 */ 1474 */
1520 1475
1476object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1522{ 1478{
1523 object *tmp = NULL; 1479 object *tmp = NULL;
1524 mapstruct *m; 1480 maptile *m;
1525 int i, mflags, found, number; 1481 int i, mflags, found, number;
1526 sint16 x, y; 1482 sint16 x, y;
1527 1483
1528 if (op->map == NULL) 1484 if (op->map == NULL)
1529 return find_arrow(op, type); 1485 return find_arrow (op, type);
1530 1486
1531 /* do a dex check */ 1487 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1490 return find_arrow (op, type);
1535 1491
1536 m = op->map; 1492 m = op->map;
1537 x = op->x; 1493 x = op->x;
1538 y = op->y; 1494 y = op->y;
1539 1495
1540 /* find the first target */ 1496 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1542 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1546 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)
1547 break; 1524 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1525 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1526 }
1565 if (tmp == NULL) 1527 if (tmp == NULL)
1566 return find_arrow(op, type); 1528 return find_arrow (op, type);
1567 1529
1568 if (tmp->head) 1530 if (tmp->head)
1569 tmp = tmp->head; 1531 tmp = tmp->head;
1570 1532
1571 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1572} 1534}
1573 1535
1574/* 1536/*
1575 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1541 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1544 * player fire modes.
1583 */ 1545 */
1546int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1548{
1587 object *left, *bow; 1549 object *left, *bow;
1588 tag_t left_tag, tag;
1589 int bowspeed, mflags; 1550 int bowspeed, mflags;
1590 mapstruct *m; 1551 maptile *m;
1591 1552
1592 if (!dir) { 1553 if (!dir)
1554 {
1593 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!");
1594 return 0; 1556 return 0;
1595 } 1557 }
1558
1596 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1598 else { 1561 else
1562 {
1599 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1566 */
1603 if(bow->type==BOW) 1567 if (bow->type == BOW)
1604 break; 1568 break;
1605 1569
1606 if (!bow) { 1570 if (!bow)
1571 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1573 return 0;
1609 } 1574 }
1610 } 1575 }
1576
1611 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1612 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);
1613 return 0; 1580 return 0;
1614 } 1581 }
1615 1582
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617 1584
1618 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1621 if (bowspeed < 1) 1589 if (bowspeed < 1)
1622 bowspeed = 1; 1590 bowspeed = 1;
1623 1591
1624 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1626 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1599 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1632 return 0; 1601 return 0;
1633 } 1602 }
1634 } 1603 }
1604
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1607 return 0;
1638 } 1608
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1640 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.");
1641 return 0; 1612 return 0;
1642 } 1613 }
1643 1614
1644 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1617 {
1647 free_object(arrow); 1618 arrow->destroy ();
1648 return 0; 1619 return 0;
1649 } 1620 }
1650 1621
1651 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1655 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);
1656 return 0; 1627 return 0;
1657 } 1628 }
1658 set_owner(arrow, op); 1629
1630 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1632 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1633
1665 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1667 fix_player(op); 1637 op->update_stats ();
1668 } 1638 }
1669 1639
1670 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1676 1646
1677 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1678 * 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.
1679 */ 1649 */
1680
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1653 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1687 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;
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1656
1691 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1695 1659
1696 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1698 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1699 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;
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701 1665
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1667 }
1668 else
1669 {
1704 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;
1705 arrow->stats.wc + wc_mod;
1706
1707 arrow->level = op->level; 1671 arrow->level = op->level;
1708 } 1672 }
1673
1709 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1710 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1711 if (bow->slaying != NULL) 1677 if (bow->slaying)
1712 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1713 1679
1714 arrow->map = m;
1715 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1682
1718 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);
1719 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1685
1722 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1687 move_arrow (arrow);
1724 1688
1725 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1728 else 1693 else
1729 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1730 } 1695 }
1696
1731 return 1; 1697 return 1;
1732} 1698}
1733 1699
1734/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1701 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1705 * hence the function name.
1740 */ 1706 */
1707int
1741int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1742{ 1709{
1743 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1744 1711
1745 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1713 {
1747 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);
1748 dir, 0, op->x, op->y); 1715 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1719 wcmod = -1;
1720
1752 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);
1753 op->x, op->y); 1722 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1759 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);
1760 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);
1761 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);
1762 1734
1763 } else { 1735 }
1736 else
1737 {
1764 /* Simple case */ 1738 /* Simple case */
1765 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);
1766 } 1740 }
1767 return ret; 1741 return ret;
1768} 1742}
1769 1743
1770 1744
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1773 */ 1747 */
1748void
1774void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1775{ 1750{
1776 object *item; 1751 object *item;
1777 1752
1778 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1779 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.");
1780 return; 1756 return;
1781 } 1757 }
1782 1758
1783 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1760 if (!item->inv)
1761 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1763 return;
1787 } 1764 }
1788 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1789 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 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));
1792 return; 1771 return;
1793 } 1772 }
1773 }
1794 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1795 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 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797 if (item->type== ROD) 1779 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "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));
1800 else 1781 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0));
1803 return; 1783 return;
1804 } 1784 }
1805 } 1785 }
1806 1786
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1808 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 */
1809 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1810 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1811 object *tmp; 1794 object *tmp;
1795
1812 if (item->arch) { 1796 if (item->arch)
1797 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1815 item->speed = 0; 1800 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1801 }
1802
1818 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1805 }
1821 } 1806 }
1822 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1808 drain_rod_charge (item);
1824 }
1825 } 1809 }
1826} 1810}
1827 1811
1828/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1829 */ 1813 */
1814void
1830void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1831 int spellcost=0; 1817 int spellcost = 0;
1832 1818
1833 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1835 1822
1836 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1837 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.");
1838 return; 1855 return;
1839
1840 case range_bow:
1841 player_fire_bow(op, dir);
1842 return;
1843
1844 case range_magic: /* Casting spells */
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1846 return;
1847
1848 case range_misc:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 } 1856 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862 1857
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir );
1873 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1874 default: 1863 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return; 1865 return;
1877 } 1866 }
1878} 1867}
1879 1868
1880 1869
1881 1870
1888 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1891 */ 1880 */
1892 1881
1882object *
1893object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1894{ 1884{
1895 object *tmp,*key; 1885 object *tmp, *key;
1896 1886
1897 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1899 1890
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1903 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1905 */ 1898 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1900 break;
1908 } 1901 }
1909 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1905 * a key, return
1913 */ 1906 */
1914 if (!tmp) { 1907 if (!tmp)
1908 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1916 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1919 } 1916 }
1920 } 1917 }
1918 if (!tmp)
1921 if (!tmp) return NULL; 1919 return NULL;
1922 } 1920 }
1923 /* 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,
1924 * see if we actually want to use it 1922 * see if we actually want to use it
1925 */ 1923 */
1926 if (pl!=container) { 1924 if (pl != container)
1925 {
1927 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1929 /* cases where this fails: 1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1933 * containers can be used. 1933 * containers can be used.
1934 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1938 * 1938 *
1939 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1940 * all the others. 1940 * all the others.
1941 */ 1941 */
1942 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1945 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1948 return NULL;
1951 } 1949 }
1952 } 1950 }
1953 return tmp; 1951 return tmp;
1954} 1952}
1955 1953
1956/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1959 * 0 otherwise 1957 * 0 otherwise
1960 */ 1958 */
1959static int
1961static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1962{ 1961{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1967 */ 1965 */
1968 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1969 1967
1970 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1971 if (key) { 1969 if (key)
1970 {
1972 object *container=key->env; 1971 object *container = key->env;
1973 1972
1974 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);
1975 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1976 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);
1977 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1978 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 */
1979 } 1981 }
1980 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1982 "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));
1983 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1986 }
1985 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
1988 if (container != op) 1990 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
1991 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
1992 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 1998 return 1;
1995 } 1999 }
1996 return 0; 2000 return 0;
1997} 2001}
1998 2002
1999/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2004 */ 2008 */
2005 2009void
2006void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2007{ 2011{
2008 object *tmp, *mon; 2012 object *tmp, *mon;
2009 sint16 nx, ny; 2013 sint16 nx, ny;
2010 int on_battleground; 2014 int on_battleground;
2011 mapstruct *m; 2015 maptile *m;
2012 2016
2013 nx=freearr_x[dir]+op->x; 2017 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2018 ny = freearr_y[dir] + op->y;
2015 2019
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2017 2021
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 2029 * move_ob uses.
2026 */ 2030 */
2027 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 {
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 } 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2032 else m =op->map; 2040 m = op->map;
2033 2041
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (!(tmp = m->at (nx, ny).bot))
2035 /* 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)
2036 return; 2105 return;
2037 }
2038 2106
2039 mon = NULL; 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2040 /* Go through all the objects, and find ones of interest. Only stop if 2108 (void) push_ob (mon, dir, op);
2041 * we find a monster - that is something we know we want to attack. 2109 if (op->contr->tmp_invis || op->hide)
2042 * if its a door or barrel (can roll) see if there may be monsters 2110 make_visible (op);
2043 * 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.
2044 */ 2119 */
2045 while (tmp!=NULL) { 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2046 if (tmp == op) { 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2047 tmp=tmp->above; 2122#ifdef PROHIBIT_PLAYERKILL
2048 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);
2049 } 2136 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2137 else
2051 mon = tmp; 2138 new_draw_info (0, 0, op, "You withhold your attack");
2052 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 */
2053 } 2174 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2175
2062 if(mon->head != NULL) 2176 skill_attack (mon, op, 0, 0, 0);
2063 mon = mon->head;
2064 2177
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2178 /* If attacking another player, that player gets automatic
2066 if (player_attack_door(op, mon)) return; 2179 * hitback, and doesn't loose luck either.
2067 2180 * Disable hitback on the battleground or if the target is
2068 /* The following deals with possibly attacking peaceful 2181 * the wiz.
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */ 2182 */
2075 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) { 2184 {
2116 if (!op->contr->braced) { 2185 short luck = mon->stats.luck;
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2186
2118 (void) push_ob(mon,dir,op); 2187 mon->contr->has_hit = 1;
2119 } else { 2188 skill_attack (op, mon, 0, 0, 0);
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2189 mon->stats.luck = luck;
2121 } 2190 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124 2191
2125 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced.
2127 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2129 recursive_roll(mon,dir,op);
2130 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2131 } 2193 make_visible (op);
2132
2133 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen.
2138 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2142 op->contr->party!=mon->contr->party))) {
2143
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 } 2194 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 }
2171 } /* if player should attack something */ 2195 } /* if player should attack something */
2172} 2196}
2173 2197
2198int
2174int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2175 int pick; 2201 int pick;
2176 2202
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2246}
2219 2247
2220/* 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
2221 * new client/server stuff. 2249 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2251 * the new speed values for commands.
2224 * 2252 *
2225 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2226 */ 2254 */
2255int
2227int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2228{ 2257{
2229 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2230 op->invisible = 1000; 2260 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2234 */ 2264 */
2235 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--; 2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2239 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2240 make_visible(op); 2273 make_visible (op);
2241 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.");
2242 } 2275 }
2243 } 2276 }
2244 2277
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2246 flee_player(op); 2280 flee_player (op);
2247 /* 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 */
2248 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2249 op->speed_left--; 2284 op->speed_left--;
2250 return 0; 2285 return 0;
2251 } 2286 }
2252 } 2287 }
2253 2288
2254 /* 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
2255 * 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
2256 * 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
2257 * 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.
2258 */ 2293 */
2259 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2263 op->contr->golem_count = 0;
2264 }
2265 2296
2266 /* 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
2267 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2299 * called, so we recheck it here.
2269 */ 2300 */
2270 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2302 return 1;
2272 2303
2304 if (op->speed_left > 0)
2305 {
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2274 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2309 op->speed_left--;
2276 2310
2277 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2278 * 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
2279 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2280 */ 2314 */
2281 move_player(op, op->direction); 2315 move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2316
2283 else return 0; 2317 return op->speed_left > 0;
2318 }
2284 } 2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2328 return 0;
2286}
2287 2329
2288int save_life(object *op) {
2289 object *tmp;
2290
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2292 return 0;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2296 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);
2297 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));
2298 "Your %s vibrates violently, then evaporates.", 2335
2299 query_name(tmp));
2300 if (op->contr) 2336 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2302 remove_ob(tmp); 2338
2303 free_object(tmp); 2339 tmp->destroy ();
2304 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2305 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2306 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2307 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2308 op->stats.food = 999; 2346 op->stats.food = 999;
2309 fix_player(op); 2347
2348 op->update_stats ();
2310 return 1; 2349 return 1;
2311 } 2350 }
2351
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2355 return 0;
2316} 2356}
2317 2357
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2361 * from.
2322 */ 2362 */
2363void
2323void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2324{ 2365{
2325 object *next; 2366 object *next;
2326 2367
2327 while (op) { 2368 while (op)
2369 {
2328 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' */
2329 * we remove object 'op' 2371
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2373 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2376
2377 op->insert_at (env);
2338 } 2378 }
2379 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2340 op=next; 2382 op = next;
2341 } 2383 }
2342} 2384}
2343
2344 2385
2345/* 2386/*
2346 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2351 */ 2392 */
2393char *
2352char *gravestone_text (object *op) 2394gravestone_text (object *op)
2353{ 2395{
2354 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2398 time_t now = time (NULL);
2357 2399
2358 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2403 else
2362 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2407 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2366 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);
2367 else 2410 else
2368 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
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2414 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2419 strcat (buf2, buf);
2375 } 2420 }
2421
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2379 return buf2; 2426 return buf2;
2380} 2427}
2381 2428
2382 2429void
2383
2384void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2385 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2388 int i; 2435 int i;
2389 int rate_hp = 1200; 2436 int rate_hp = 1200;
2390 int rate_sp = 2500; 2437 int rate_sp = 2500;
2392 const int max_hp = 1; 2439 const int max_hp = 1;
2393 const int max_sp = 1; 2440 const int max_sp = 1;
2394 const int max_grace = 1; 2441 const int max_grace = 1;
2395 2442
2396 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2397 { 2444 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2448 }
2403 2449
2404 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2405 2451 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2456 else
2457 {
2411 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2460 }
2461
2414 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2464 else
2465 {
2417 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2468 }
2469
2420 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2472 else
2473 {
2423 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2476 }
2426 2477
2427 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2483 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2484 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2485 /* dms do not consume food */
2450 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;
2451 } 2493 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2544 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2479 } 2546 }
2480 2547
2481 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2483 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2484 op->stats.hp++; 2553 op->stats.hp++;
2485 /* dms do not consume food */ 2554 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2556 {
2557 op->stats.food--;
2488 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 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 }
2493 } 2582 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2583
2509 /* Digestion */ 2584 /* Digestion */
2510 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2511#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2590#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2592#endif
2519 2593
2520 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2596 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2524 /* dms do not consume food */ 2599 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2601 op->stats.food--;
2527 } 2602 }
2528 2603
2529 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 {
2530 object *tmp, *flesh=NULL; 2606 object *tmp, *flesh = 0;
2531 2607
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2535 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.");
2536 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2617 break;
2539 } 2618 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2541 } /* End if paid for object */ 2621 } /* End if paid for object */
2542 } /* end of for loop */ 2622 } /* end of for loop */
2623
2543 /* 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
2544 * eat flesh instead. 2625 * eat flesh instead.
2545 */ 2626 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2547 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.");
2548 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2549 } 2631 }
2550 } /* end if player is starving */ 2632 }
2551 2633
2552 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2554 2636
2555 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))
2556 kill_player(op); 2638 kill_player (op);
2639 }
2557} 2640}
2558
2559
2560 2641
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2645 * file.
2565 */ 2646 */
2647void
2566void kill_player(object *op) 2648kill_player (object *op)
2567{ 2649{
2568 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2569 int x, y; 2651 int x, y;
2652
2570 //int i; 2653 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2572 /* int z; 2656 /* int z;
2573 int num_stats_lose; 2657 int num_stats_lose;
2574 int lost_a_stat; 2658 int lost_a_stat;
2575 int lose_this_stat; 2659 int lose_this_stat;
2576 int this_stat; */ 2660 int this_stat; */
2577 int will_kill_again; 2661 int will_kill_again;
2578 archetype *at; 2662 archetype *at;
2579 object *tmp; 2663 object *tmp;
2580 2664
2581 if(save_life(op)) 2665 if (save_life (op))
2582 return; 2666 return;
2583 2667
2584 2668
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2672 */
2589 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2591 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2677
2594
2595 /* restore player */ 2678 /* restore player */
2596 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2681 {
2599 remove_ob(tmp); 2682 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2688 {
2603 2689 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2691 }
2611 2692
2612 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2615 2696 op->stats.food = 999;
2697
2616 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2700 {
2620 sprintf(buf,"%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2702 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2706 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2710 }
2711
2633 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2714 op->contr->braced = 0;
2636 return; 2715 return;
2637 } 2716 }
2638 2717
2639 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2640 2719
2641 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2642 2721
2643 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2723 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2652 } 2726 }
2653 else { 2727 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2661 } 2729
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2731
2664 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2666 2736
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2740 */
2673 2741
2674 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2744 * of death.
2677 */ 2745 */
2678#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2680 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2751 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2754 little bit harder. */
2686 /* GD */ 2755 /* GD */
2687 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2757 num_stats_lose = 1;
2693 } 2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2694 lost_a_stat = 0; 2764 lost_a_stat = 0;
2695 2765
2696 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2697 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2698 2769
2699 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2700 /* 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
2701 * what he lost. 2773 * what he lost.
2702 */ 2774 */
2703 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2780 lost_a_stat = 1;
2709 } else { 2781 }
2782 else
2783 {
2710 /* deplete a stat */ 2784 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2713 2790 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2718 } 2793 }
2719 lose_this_stat = 1; 2794 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2795 if (settings.balanced_stat_loss)
2796 {
2721 /* GD */ 2797 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2798 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2800 if (this_stat < 0)
2801 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2803 int keep_chance = this_stat * this_stat;
2804
2727 /* Yes, I am paranoid. Sue me. */ 2805 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2806 if (keep_chance < 1)
2729 keep_chance = 1; 2807 keep_chance = 1;
2730 2808
2731 /* There is a maximum depletion total per level. */ 2809 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2733 lose_this_stat = 0; 2812 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2814 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2815 }
2745 } 2816 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2817 {
2755 if (this_stat>=-50) { 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2823 }
2762 } 2824 }
2763 } 2825 }
2764 } 2826
2765 /* If no stat lost, tell the player. */
2766 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)
2767 { 2837 {
2768 /* determine_god() seems to not work sometimes... why is this? 2838 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2839 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2841 op->update_stats ();
2774 " you.", god); 2842 lost_a_stat = 1;
2775 else 2843 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 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.");
2779#endif 2861#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2862
2783 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2864 * exp loss on the stone.
2785 */ 2865 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2867 sprintf (buf, "%s's gravestone", &op->name);
2868 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2869 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2870 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2872 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2875
2798 /**************************************/ 2876 /**************************************/
2799 /* */ 2877 /* */
2800 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2803 /* */ 2881 /* */
2804 /**************************************/ 2882 /**************************************/
2805 2883
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2885 /* restore player */
2808 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2888
2811 remove_ob(tmp); 2889 if (tmp)
2812 free_object(tmp); 2890 {
2891 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2893 }
2815 2894
2816 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2897 if (tmp)
2819 remove_ob(tmp); 2898 {
2820 free_object(tmp); 2899 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2901 }
2902
2823 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2824 2904
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2912
2832 /* 2913 /*
2833 * 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
2834 * 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
2835 * in the map. 2916 * in the map.
2836 */ 2917 */
2837 2918
2838 if (is_in_shop (op)) 2919 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2840 2921
2841 /****************************************/ 2922 /****************************************/
2842 /* */ 2923 /* */
2843 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2845 /* */ 2926 /* */
2846 /****************************************/ 2927 /****************************************/
2847 2928
2848 enter_player_savebed(op); 2929 enter_player_savebed (op);
2849 2930
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2931 op->contr->braced = 0;
2854 save_player(op,1);
2855 2932
2856 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2936 * on the space that might harm the player.
2860 */ 2937 */
2861 will_kill_again=0; 2938 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2865 } 2942
2866 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2867 object *force; 2945 object *force;
2868 int at; 2946 int at;
2869 2947
2870 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2950 force->speed = 0.1;
2873 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2877 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);
2878 } 2993 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2994 else
2937 delete_character(op->name,1); 2995 tmp->destroy ();
2938 } 2996 }
2939 } 2997 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2999 }
2981} 3000}
2982 3001
2983/* 3002/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3005 * was changed.
2987 */ 3006 */
2988 3007
3008void
2989void fix_weight(void) { 3009fix_weight (void)
2990 player *pl; 3010{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
2993 if(old == sum) 3015 if (old == sum)
2994 continue; 3016 continue;
2995 fix_player(pl->ob); 3017 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3019 }
2999} 3020}
3000 3021
3022void
3001void fix_luck(void) { 3023fix_luck (void)
3002 player *pl; 3024{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3006} 3028}
3007
3008 3029
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3012 */ 3033 */
3013
3014void 3034void
3015cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3016{ 3036{
3017 object *skop, *spob; 3037 object *skop, *spob;
3018 3038
3019 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3020 3040
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3043 {
3024 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);
3025 &op->name);
3026 return; 3045 return;
3027 } 3046 }
3028 3047
3029 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3030 3049
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3053 if (!spob)
3035 { 3054 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3056 return;
3039 } 3057 }
3040 3058
3041 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3042 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);
3043 3061
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3063
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3065}
3050 3066
3067void
3051void make_visible (object *op) { 3068make_visible (object *op)
3069{
3052 op->hide = 0; 3070 op->hide = 0;
3053 op->invisible = 0; 3071 op->invisible = 0;
3054 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3055 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3075 op->contr->invis_race = 0;
3057 } 3076 }
3058 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3059} 3078}
3060 3079
3080int
3061int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3062 object *tmp=NULL; 3083 object *tmp = NULL;
3063 3084
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3065 3087
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3088 return 0;
3071} 3089}
3072 3090
3073/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3093 * indicate greater hideability.
3076 */ 3094 */
3077 3095
3096int
3078int hideability(object *ob) { 3097hideability (object *ob)
3098{
3079 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3080 sint16 x,y; 3100 sint16 x, y;
3081 3101
3082 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3083 3104
3084 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3086 3107
3087 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3091 3113
3092 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3123 level += 2;
3098 else /* open terrain! */ 3124 else /* open terrain! */
3099 level -= 1; 3125 level -= 1;
3100 } 3126 }
3101 3127
3102#if 0 3128#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3130#endif
3105 return level; 3131 return level;
3106} 3132}
3107 3133
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3138 */
3113 3139
3140void
3114void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3144 object *skop;
3117 3145
3118 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3119 3148
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3150
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3156 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3174}
3142 3175
3143/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3144 3177
3178int
3145int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3146 object *tmp=NULL; 3181 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3183 maptile *m;
3149 sint16 x,y; 3184 sint16 x, y;
3150 3185
3151 if(!who) return 0; 3186 if (!who)
3187 return 0;
3152 3188
3153 if(who->type==PLAYER) player=1; 3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3194
3156 /* search adjacent squares */ 3195 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3196 for (i = 1; i < 9; i++)
3197 {
3158 x = who->x+freearr_x[i]; 3198 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3199 y = who->y + freearr_y[i];
3160 m = who->map; 3200 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3202 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3203 * blocked, don't need to check this space.
3164 */ 3204 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3166 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)))
3167 3208 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3209
3169 if((player||friendly) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3170 &&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)
3171 return 1; 3218 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3219 }
3178 } 3220 }
3179 } 3221 }
3180 return 0; 3222 return 0;
3181} 3223}
3182 3224
3183/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3235 * -b.t.
3194 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3195 */ 3237 */
3196 3238
3239int
3197int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3198 rv_vector rv; 3242 rv_vector rv;
3199 int dx,dy; 3243 int dx, dy;
3200 3244
3201 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3248 return -1;
3204 } 3249 }
3205 if (!pl || !op) return 0;
3206 3250
3207 if(op->head) { op = op->head; } 3251 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3280}
3232 3281
3233/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3286 * return 0.
3238 */ 3287 */
3288int
3239int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3240 3291
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3295 return 0;
3244 3296
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3246 3299
3247 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3249 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");
3250 return 1; 3304 return 1;
3251 } 3305 }
3252 } 3306 }
3253 return 0; 3307 return 0;
3254} 3308}
3255 3309
3256/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3314 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3315 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3316 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3317 */
3318int
3264int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3265 object *tmp; 3321 object *tmp;
3266 3322
3267 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3339 object *invtmp;
3340
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3284 if (x != NULL && y != NULL) 3345 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3347 return 1;
3348 }
3287 } 3349 }
3288 } 3350 }
3289 }
3290 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3353 return 1;
3354 }
3293 } 3355 }
3294 }
3295 } 3356 }
3296 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3297 return 0; 3358 return 0;
3298} 3359}
3299 3360
3300/* 3361/*
3304 * attributes: 3365 * attributes:
3305 * object *who the dragon player 3366 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3307 * int level ability level 3368 * int level ability level
3308 */ 3369 */
3370void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3378 int i = 0, j = 0;
3316 3379
3317 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3326 3389
3327 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))
3328 return; 3407 return;
3329 3408
3330 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);
3331 tr = tr->next, i++); 3410 do_learn_spell (who, item, 0);
3332 3411 return;
3333 if (tr == NULL || tr->item == NULL) { 3412 }
3334 /* 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))
3335 return; 3423 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3424 if (item->invisible)
3425 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3361 return; 3428 return;
3362 } 3429 }
3363 } 3430 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3365 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 {
3366 3435
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3437 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3438 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3371 */ 3440 */
3372 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3373 /* Give new attacktype */ 3443 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3375 3445
3376 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3378 3448
3379 if (item->msg != NULL) 3449 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3451
3382 /* Give player new face */ 3452 /* Give player new face */
3383 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3384 who->face = skop->face; 3455 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3458 who->last_anim = 0;
3388 who->state = 0; 3459 who->state = 0;
3389 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3390 } 3461 }
3391 } 3462 }
3392 } 3463 }
3393 } 3464 }
3394 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3395 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3468 object *skin;
3469
3397 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3473 ;
3401 3474
3475 if (!skin)
3476 return;
3477
3402 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3482
3406 /* print message */ 3483 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486 {
3409 if(item->path_attuned & (1<<i)) { 3487 if (item->path_attuned & (1 << i))
3488 {
3410 if (j) 3489 if (j)
3411 strcat(buf," and "); 3490 strcat (buf, " and ");
3412 else 3491 else
3413 j = 1; 3492 j = 1;
3414 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3415 } 3494 }
3416 } 3495 }
3417 strcat(buf,"."); 3496 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3498 }
3420 3499
3421 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3507
3429 /* print message if there is one */ 3508 /* print message if there is one */
3430 if (item->msg != NULL) 3509 if (item->msg != NULL)
3431 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
3432 } 3513 {
3433 else {
3434 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3440 } 3520 }
3441} 3521}
3442 3522
3443/** 3523/**
3444 * 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
3445 * not readied. 3525 * not readied.
3446 */ 3526 */
3527void
3447void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3529{
3449
3450 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))
3451 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3452 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3453 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3454 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3455 }
3456 } 3536 }
3457 }
3458} 3537}

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