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Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 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 1.8 2006/08/27 17:59:26 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 204
206 if (!p) { 205 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 206}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 207
211 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
212 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 210void
214 * that needs to be done except for things like output of 211player::connect (client *ns)
215 * 'who'. 212{
216 */ 213 this->ns = ns;
217 player *tmp = first_player; 214 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 215
225 p->next = NULL; 216 run_on = 0;
226 } 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
227 219
228 /* Clears basically the entire player structure except 220 ns->update_look = 0;
229 * 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.
230 */ 247 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 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=1; /* 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 334 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 335
245#endif 336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
246 354 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 355 ob->destroy_inv (false);
356 ob->destroy ();
248 357 }
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;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
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 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 358}
300 359
301 360player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 361{
305 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
306 op->x = -1; 363 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 364}
310 365
311/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
312 * 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
313 * mode. 368 * mode.
314 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
315 374
316int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 376 set_first_map (pl->ob);
331 377
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 378 return pl;
339} 379}
340 380
341/* 381/*
342 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
345 */ 385 */
386archetype *
346archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
347{ 388{
348 archetype *start = at; 389 archetype *start = at;
390
349 for (;;) { 391 for (;;)
392 {
350 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
351 at=first_archetype; 394 at = first_archetype;
352 else 395 else
353 at=at->next; 396 at = at->next;
397
354 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
355 return at; 399 return at;
400
356 if (at == start) { 401 if (at == start)
402 {
357 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 404 exit (-1);
359 } 405 }
360 } 406 }
361} 407}
362 408
363 409object *
364object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
365 object *op = NULL; 412 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 413 objectlink *ol;
368 unsigned lastdist; 414 unsigned lastdist;
369 rv_vector rv; 415 rv_vector rv;
370 416
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
376 */ 423 */
377 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 {
378 object *tmp=ol->ob; 426 object *tmp = ol->ob;
379 427
380 /* 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
381 * itself will have been cleared. 429 * itself will have been cleared.
382 */ 430 */
383 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 ());
384 ol = ol->next; 433 ol = ol->next;
385 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
386 if (!ol) return op; 435 if (!ol)
387 } 436 return op;
437 }
388 438
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
392 * 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
393 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
395 */ 445 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 447 continue;
398 448
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
408 op=pl->ob; 450 {
451 op = ol->ob;
409 lastdist=rv.distance; 452 lastdist = rv.distance;
453 }
410 } 454 }
411 } 455
412 } 456 for_all_players (pl)
457 if (can_detect_enemy (mon, pl->ob, &rv))
458 if (lastdist > rv.distance)
459 {
460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
413#if 0 464#if 0
414 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)");
415#endif 466#endif
416 return op; 467 return op;
417} 468}
418 469
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 488 * is probably not a good thing.
438 */ 489 */
439#define MAX_SPACES 50 490#define MAX_SPACES 50
440
441 491
442/* 492/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 511 * is blocking itself.
462 */ 512 */
513int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
464 rv_vector rv; 516 rv_vector rv;
465 sint16 x,y; 517 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
468 520
469 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
470 522
471 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 524 return 0;
724}
725 525
726void confirm_password(object *op) { 526 x = mon->x;
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532 /* If we can't solve it within the search distance, return now. */
533 if (diff > max)
534 return 0;
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
727 542
728 op->contr->write_buf[0]='\0'; 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626 if (diff <= 1)
627 {
628 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance.
630 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633 }
634 if (diff > max)
635 return 0;
636 }
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist * items)
646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
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)
685 {
686 object *tmp;
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
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736}
737
738void
733void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
734 if (party == NULL) { 741 if (party == NULL)
742 {
735 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);
736 return; 744 return;
737 } 745 }
746
738 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
741 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:");
742} 751}
743
744 752
745/* 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
746int roll_stat(void) { 755roll_stat (void)
756{
747 int a[4],i,j,k; 757 int a[4], i, j, k;
748 758
749 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
751 761
752 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 763 if (a[i] < k)
754 k=a[i],j=i; 764 k = a[i], j = i;
755 765
756 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 767 if (i != j)
758 k+=a[i]; 768 k += a[i];
759 } 769
760 return k; 770 return k;
761} 771}
762 772
763void roll_stats(object *op) { 773void
764 int sum=0; 774object::roll_stats ()
765 int i = 0, j = 0; 775{
766 int statsort[7]; 776 int statsort [7];
767 777
778 for (;;)
768 do { 779 {
769 op->stats.Str=roll_stat(); 780 int sum = 0;
770 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
781 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 790
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
809 798
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 799 stats.exp = 0;
821 op->stats.ac=0; 800 stats.ac = 0;
822 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
823 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
826 811
827 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
828 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
832} 851}
833 852
834void Roll_Again(object *op) 853static void
854start_info (object *op)
835{ 855{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
844 857
845 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 862}
953 863
954/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
958 * not the class. 868 * not the class.
959 */ 869 */
960 870int
961int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
962{ 872{
963 int tmp_loop; 873 int tmp_loop;
964 874
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
971 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
972 878
973 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 892 op->msg = NULL;
985 }
986 893
987 /* 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
988 * to save here. 895 * to save here.
989 */ 896 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 898 make_path_to_file (buf);
992 899
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 900 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 903 link_player_skills (op);
1000 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
1001 fix_player(op); 905 op->update_stats ();
1002 906
1003 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1004 * is one for this race 908 * is one for this race
1005 */ 909 */
1006 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1007 object *tmp; 912 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1011 first_map_ext_path, op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 916 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 917 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1018 * default initial map */ 922 * default initial map */
1019 free_object(tmp); 923 tmp->destroy ();
924 }
1020 } else { 925 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 927
928 return 0;
929 }
930
1026 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1028 */ 933 */
1029 934
1030 tmp_loop = 0; 935 tmp_loop = 0;
1031 while(!tmp_loop) { 936 while (!tmp_loop)
1032 const char *name = add_string (op->name); 937 {
938 shstr name = op->name;
1033 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1034 remove_statbonus(op); 940
1035 remove_ob (op); 941 op->remove_statbonus ();
942 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1038 op->instantiate (); 945 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 947 op->name = op->name_pl = name;
1041 op->name = name; 948 op->x = x;
1042 free_string(op->name_pl); 949 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 953 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 955 }
956
1055 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 959 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 962 op->stats.grace = 0;
963
1061 if (op->msg) 964 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1063 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");
1064 return 0; 968 return 0;
1065} 969}
1066 970
1067int key_confirm_quit(object *op, char key) 971void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 972flee_player (object *op)
973{
1113 int dir,diff; 974 int dir, diff;
1114 rv_vector rv; 975 rv_vector rv;
1115 976
1116 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 981 return;
1120 } 982 }
1121 983
1122 if(op->enemy==NULL) { 984 if (op->enemy == NULL)
985 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 986 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 988 return;
1126 } 989 }
1127 990
1128 /* Seen some crashes here. Since we don't store an 991 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 992 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 993 * actual enemy, and the object is recycled.
1131 */ 994 */
1132 if (op->enemy->map == NULL) { 995 if (op->enemy->map == NULL)
996 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 998 op->enemy = NULL;
1135 return; 999 return;
1136 } 1000 }
1137 1001
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1139 op->enemy=NULL; 1004 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1006 return;
1142 } 1007 }
1008
1143 get_rangevector(op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1144 1010
1145 dir=absdir(4+rv.direction); 1011 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1012 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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)))
1017 return;
1018 }
1019
1153 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1022 op->enemy = NULL;
1156} 1023}
1157 1024
1158 1025
1159/* 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.
1160 * 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
1161 * stop. 1028 * stop.
1162 */ 1029 */
1030int
1163int check_pick(object *op) { 1031check_pick (object *op)
1032{
1164 object *tmp, *next; 1033 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1034 int stop = 0;
1167 int j, k, wvratio; 1035 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1169 1037
1170
1171 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1173 return 1; 1040 return 1;
1174 1041
1175 op_tag = op->count;
1176
1177 next = op->below; 1042 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 /* 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
1182 * destroyed */ 1045 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1184 { 1047 {
1185 tmp = next; 1048 tmp = next;
1186 next = tmp->below; 1049 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1050
1190 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1191 return 0; 1052 return 0;
1192 1053
1193 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1194 continue; 1055 continue;
1195 1056
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1058 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1060 pick_up (op, tmp);
1200 continue; 1061 continue;
1201 } 1062 }
1202 1063
1203 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1205 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1068 {
1207 case 1: pick_up (op, tmp); 1069 case 0:
1208 return 1; 1070 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1071 case 1:
1210 return 0; 1072 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1073 return 1;
1212 case 4: pick_up (op, tmp); 1074 case 2:
1213 break; 1075 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1076 return 0;
1215 stop = 1; 1077 case 3:
1216 break; 1078 return 0; /* stop before pickup */
1217 case 6: 1079 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1081 break;
1220 pick_up(op, tmp); 1082 case 5:
1221 break; 1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1222 1090
1223 case 7: 1091 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1093 pick_up (op, tmp);
1226 break; 1094 break;
1227 1095
1228 default: 1096 default:
1229 /* use value density */ 1097 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1100 pick_up (op, tmp);
1233 >= op->contr->mode) 1101 }
1234 pick_up(op,tmp); 1102 }
1235 } 1103 else
1236 } 1104 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1106 if (op->contr->mode & PU_DEBUG)
1240 { 1107 {
1241 /* some debugging code to figure out item information */ 1108 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1109 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1115
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1251 1118
1252 sprintf(putstring,"...flags: "); 1119 /* philosophy:
1253 for(k=0;k<4;k++) 1120 * It's easy to grab an item type from a pile, as long as it's
1254 { 1121 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1122 * and selections, select-items should be used. This is a
1256 { 1123 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1124 * example.
1258 { 1125 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1126 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1127 * convert to decimal and then 'pickup <#>
1261 } 1128 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1360 }
1272 { 1361 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1365#endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1279 } 1370 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1371
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1372 return !stop;
1443} 1373}
1444 1374
1445/* 1375/*
1446 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1378 * found object is returned.
1449 */ 1379 */
1380object *
1450object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1451{ 1382{
1452 object *tmp = NULL; 1383 object *tmp = NULL;
1453 1384
1454 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1459 return op; 1389 return op;
1460 return tmp; 1390 return tmp;
1461} 1391}
1462 1392
1463/* 1393/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1398 */
1469 1399
1400object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1402{
1472 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1474 1405
1475 if (!type) 1406 if (!type)
1476 return NULL; 1407 return NULL;
1477 1408
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1412 {
1413 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1415 if (i > betterby)
1484 tmp = ntmp; 1416 {
1485 betterby = i; 1417 tmp = ntmp;
1486 } 1418 betterby = i;
1419 }
1420 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1488 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1425 {
1491 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1427 {
1493 return arrow; 1428 *better = 100;
1494 } else { 1429 return arrow;
1495 tmp = arrow; 1430 }
1431 else
1432 {
1433 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1435 }
1498 } else { 1436 }
1437 else
1438 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1500 attacktype = 1<<attacknum; 1441 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1444 {
1445 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1447 }
1506 } 1448 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1450 {
1451 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1453 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1455 {
1456 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1458 }
1459 }
1460 }
1515 } 1461 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1463 return find_arrow (op, type);
1520 1464
1521 *better = betterby; 1465 *better = betterby;
1522 return tmp; 1466 return tmp;
1523} 1467}
1524 1468
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1471 * op = the shooter
1528 * type = bow->race 1472 * type = bow->race
1529 * dir = fire direction 1473 * dir = fire direction
1530 */ 1474 */
1531 1475
1476object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1533{ 1478{
1534 object *tmp = NULL; 1479 object *tmp = NULL;
1535 mapstruct *m; 1480 maptile *m;
1536 int i, mflags, found, number; 1481 int i, mflags, found, number;
1537 sint16 x, y; 1482 sint16 x, y;
1538 1483
1539 if (op->map == NULL) 1484 if (op->map == NULL)
1540 return find_arrow(op, type); 1485 return find_arrow (op, type);
1541 1486
1542 /* do a dex check */ 1487 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 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)))
1545 return find_arrow(op, type); 1490 return find_arrow (op, type);
1546 1491
1547 m = op->map; 1492 m = op->map;
1548 x = op->x; 1493 x = op->x;
1549 y = op->y; 1494 y = op->y;
1550 1495
1551 /* find the first target */ 1496 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1553 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1557 tmp = NULL; 1504 tmp = NULL;
1558 break; 1505 break;
1506 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1510 * perhaps a bad assumption.
1562 */ 1511 */
1563 tmp = NULL; 1512 tmp = NULL;
1564 break; 1513 break;
1565 } 1514 }
1566 if (mflags & P_IS_ALIVE) { 1515 if (mflags & P_IS_ALIVE)
1516 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1519 {
1570 break; 1520 found++;
1571 } 1521 break;
1522 }
1572 if (found) 1523 if (found)
1573 break; 1524 break;
1574 } 1525 }
1575 } 1526 }
1576 if (tmp == NULL) 1527 if (tmp == NULL)
1577 return find_arrow(op, type); 1528 return find_arrow (op, type);
1578 1529
1579 if (tmp->head) 1530 if (tmp->head)
1580 tmp = tmp->head; 1531 tmp = tmp->head;
1581 1532
1582 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1583} 1534}
1584 1535
1585/* 1536/*
1586 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1541 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1544 * player fire modes.
1594 */ 1545 */
1546int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1548{
1598 object *left, *bow; 1549 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1550 int bowspeed, mflags;
1601 mapstruct *m; 1551 maptile *m;
1602 1552
1603 if (!dir) { 1553 if (!dir)
1554 {
1604 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!");
1605 return 0; 1556 return 0;
1606 } 1557 }
1558
1607 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1609 else { 1561 else
1562 {
1610 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1566 */
1614 if(bow->type==BOW) 1567 if (bow->type == BOW)
1615 break; 1568 break;
1616 1569
1617 if (!bow) { 1570 if (!bow)
1571 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1573 return 0;
1620 } 1574 }
1621 } 1575 }
1576
1622 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1623 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);
1624 return 0; 1580 return 0;
1625 } 1581 }
1626 1582
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1584
1629 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1632 if (bowspeed < 1) 1589 if (bowspeed < 1)
1633 bowspeed = 1; 1590 bowspeed = 1;
1634 1591
1635 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1637 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* 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 */
1641 else 1599 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1601 return 0;
1644 } 1602 }
1645 } 1603 }
1604
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1607 return 0;
1649 } 1608
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1651 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.");
1652 return 0; 1612 return 0;
1653 } 1613 }
1654 1614
1655 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1661 1621
1662 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1627 return 0;
1668 return 0;
1669 } 1628 }
1670 set_owner(arrow, op); 1629
1671 if (arrow->skill) free_string(arrow->skill); 1630 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1631 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1632 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1633
1678 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1637 op->update_stats ();
1681 } 1638 }
1682 1639
1683 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1689 1646
1690 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1649 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1653 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1656
1704 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1708 1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1665
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1667 }
1668 else
1669 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 }
1673
1722 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1724 if (bow->slaying != NULL) 1677 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1678 arrow->slaying = bow->slaying;
1726 1679
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1682
1731 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);
1732 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1685
1735 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1687 move_arrow (arrow);
1737 1688
1738 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1741 else 1693 else
1742 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1743 } 1695 }
1696
1744 return 1; 1697 return 1;
1745} 1698}
1746 1699
1747/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1701 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1705 * hence the function name.
1753 */ 1706 */
1707int
1754int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1755{ 1709{
1756 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1757 1711
1758 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1713 {
1760 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);
1761 dir, 0, op->x, op->y); 1715 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1719 wcmod = -1;
1720
1765 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);
1766 op->x, op->y); 1722 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1772 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);
1773 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);
1774 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);
1775 1734
1776 } else { 1735 }
1736 else
1737 {
1777 /* Simple case */ 1738 /* Simple case */
1778 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);
1779 } 1740 }
1780 return ret; 1741 return ret;
1781} 1742}
1782 1743
1783 1744
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1786 */ 1747 */
1748void
1787void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1788{ 1750{
1789 object *item; 1751 object *item;
1790 1752
1791 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1792 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.");
1793 return; 1756 return;
1794 } 1757 }
1795 1758
1796 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1760 if (!item->inv)
1761 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1763 return;
1800 } 1764 }
1801 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1802 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 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));
1805 return; 1771 return;
1806 } 1772 }
1773 }
1807 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1779 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1781 else
1813 else 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1783 return;
1817 } 1784 }
1818 } 1785 }
1819 1786
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1821 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 */
1822 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1823 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1824 object *tmp; 1793 {
1825 if (item->arch) { 1794 object *tmp;
1795
1796 if (item->arch)
1797 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1828 item->speed = 0; 1800 item->set_speed (0);
1829 update_ob_speed(item); 1801 }
1830 } 1802
1831 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1805 }
1834 } 1806 }
1835 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1808 drain_rod_charge (item);
1837 }
1838 } 1809 }
1839} 1810}
1840 1811
1841/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1842 */ 1813 */
1814void
1843void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1844 int spellcost=0; 1817 int spellcost = 0;
1845 1818
1846 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1848 1822
1849 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1850 case range_none: 1825 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1826 return;
1887 default: 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.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1865 return;
1890 } 1866 }
1891} 1867}
1892 1868
1893 1869
1894 1870
1901 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1904 */ 1880 */
1905 1881
1882object *
1906object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1907{ 1884{
1908 object *tmp,*key; 1885 object *tmp, *key;
1909 1886
1910 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1912 1890
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1916 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1918 */ 1898 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1900 break;
1921 } 1901 }
1922 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1905 * a key, return
1926 */ 1906 */
1927 if (!tmp) { 1907 if (!tmp)
1908 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1929 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1916 }
1917 }
1918 if (!tmp)
1919 return NULL;
1932 } 1920 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1945 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1966 return tmp; 1951 return tmp;
1967} 1952}
1968 1953
1969/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1972 * 0 otherwise 1957 * 0 otherwise
1973 */ 1958 */
1959static int
1974static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1975{ 1961{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1980 */ 1965 */
1981 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1982 1967
1983 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1984 if (key) { 1969 if (key)
1970 {
1985 object *container=key->env; 1971 object *container = key->env;
1986 1972
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1991 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 */
1992 } 1981 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1998 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
2001 if (container != op) 1990 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
2004 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
2005 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1998 return 1;
2008 } 1999 }
2009 return 0; 2000 return 0;
2010} 2001}
2011 2002
2012/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2017 */ 2008 */
2018 2009void
2019void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2020{ 2011{
2021 object *tmp, *mon, *tpl; 2012 object *tmp, *mon;
2022 sint16 nx, ny; 2013 sint16 nx, ny;
2023 int on_battleground; 2014 int on_battleground;
2024 mapstruct *m; 2015 maptile *m;
2025 2016
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2017 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2018 ny = freearr_y[dir] + op->y;
2030 2019
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2032 2021
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2029 * move_ob uses.
2041 */ 2030 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048 2032 {
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2051 return; 2043 return;
2052 }
2053 2044
2054 mon = NULL; 2045 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2049 * on the space
2059 */ 2050 */
2060 while (tmp!=NULL) { 2051 while (tmp)
2052 {
2061 if (tmp == op) { 2053 if (tmp == op)
2062 tmp=tmp->above; 2054 {
2063 continue; 2055 tmp = tmp->above;
2064 } 2056 continue;
2057 }
2058
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2060 {
2067 break; 2061 mon = tmp;
2068 } 2062 break;
2063 }
2064
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2066 mon = tmp;
2067
2071 tmp=tmp->above; 2068 tmp = tmp->above;
2072 } 2069 }
2073 2070
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2072 return; /* into a wall */
2076 2073
2077 if(mon->head != NULL) 2074 if (mon->head)
2078 mon = mon->head; 2075 mon = mon->head;
2079 2076
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door(op, mon)) return; 2078 if (player_attack_door (op, mon))
2079 return;
2082 2080
2083 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2082 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2086 * and thus will not push them.
2089 */ 2087 */
2090 2088
2091 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2094 */ 2092 */
2095 if ((op->type==PLAYER) 2093 if ((op->type == PLAYER)
2096#if COZY_SERVER 2094#if COZY_SERVER
2097 && 2095 &&
2098 ( 2096 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2098#else
2104 && get_owner(mon)==op 2099 && mon->owner == op
2105#endif 2100#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2102 {
2108 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 2104 if (op->contr->braced)
2105 return;
2106
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob(mon,dir,op); 2108 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2113 return; 2112 return;
2114 } 2113 }
2115 2114
2116 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2117 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2118 * attack them either.
2120 */ 2119 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2123 (op->contr->peaceful
2124 || (mon->type == PLAYER
2125 && mon->contr->
2126 peaceful)) &&
2126#else 2127#else
2127 op->contr->peaceful && 2128 op->contr->peaceful &&
2128#endif 2129#endif
2129 !on_battleground 2130 !on_battleground))
2131 {
2132 if (!op->contr->braced)
2130 )) { 2133 {
2131 if (!op->contr->braced) {
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2133 (void) push_ob(mon,dir,op); 2135 push_ob (mon, dir, op);
2134 } else { 2136 }
2137 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2136 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139 2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142 }
2143
2140 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2145 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2146 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2148 {
2144 recursive_roll(mon,dir,op); 2149 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2150 if (action_makes_visible (op))
2146 } 2151 make_visible (op);
2152 }
2147 2153
2148 /* Any generic living creature. Including things like doors. 2154 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2159 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2162 {
2158 2163
2159 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2165 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2166 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2167 * incurred a 1 tick offset.
2163 */ 2168 */
2164 if (!op->contr->has_hit) { 2169 if (!op->contr->has_hit)
2170 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2172
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2174 }
2169 2175
2170 skill_attack(mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2171 2177
2172 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2181 * the wiz.
2176 */ 2182 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2184 {
2179 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2186
2180 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2182 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2183 } 2190 }
2184 if(action_makes_visible(op)) make_visible(op); 2191
2185 } 2192 if (action_makes_visible (op))
2193 make_visible (op);
2194 }
2186 } /* if player should attack something */ 2195 } /* if player should attack something */
2187} 2196}
2188 2197
2198int
2189int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2190 int pick; 2201 int pick;
2191 object *transport = op->contr->transport;
2192 2202
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2246}
2256 2247
2257/* 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
2258 * new client/server stuff. 2249 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2251 * the new speed values for commands.
2261 * 2252 *
2262 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2263 */ 2254 */
2255int
2264int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2265{ 2257{
2266 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2267 op->invisible = 1000; 2260 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2271 */ 2264 */
2272 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2266 op->invisible--;
2273 } 2267 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2275 op->invisible--; 2270 op->invisible--;
2276 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2277 make_visible(op); 2273 make_visible (op);
2278 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.");
2279 } 2275 }
2280 } 2276 }
2281 2277
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2283 flee_player(op); 2280 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2286 op->speed_left--; 2284 op->speed_left--;
2287 return 0; 2285 return 0;
2288 } 2286 }
2289 } 2287 }
2290 2288
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2293 */
2296 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2296
2303 /* 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
2304 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2299 * called, so we recheck it here.
2306 */ 2300 */
2307 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2302 return 1;
2309 2303
2304 if (op->speed_left > 0)
2305 {
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2311 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--; 2309 op->speed_left--;
2313 2310
2314 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2315 * 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
2316 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2317 */ 2314 */
2318 move_player(op, op->direction); 2315 move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2316
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2320 else return 0; 2321 return 0;
2321 } 2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2328 return 0;
2323}
2324 2329
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2335
2336 query_name(tmp));
2337 if (op->contr) 2336 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2338
2340 free_object(tmp); 2339 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2342 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2344 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2345 op->stats.food = 999; 2346 op->stats.food = 999;
2346 fix_player(op); 2347
2348 op->update_stats ();
2347 return 1; 2349 return 1;
2348 } 2350 }
2351
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2355 return 0;
2353} 2356}
2354 2357
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2361 * from.
2359 */ 2362 */
2363void
2360void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2361{ 2365{
2362 object *next; 2366 object *next;
2363 2367
2364 while (op) { 2368 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2369 {
2366 * we remove object 'op' 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2371
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2373 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384}
2381 2385
2382/* 2386/*
2383 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2388 */ 2392 */
2393char *
2389char *gravestone_text (object *op) 2394gravestone_text (object *op)
2390{ 2395{
2391 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2398 time_t now = time (NULL);
2394 2399
2395 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2403 else
2399 sprintf (buf, "%s\n", op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2407 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2403 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);
2404 else 2410 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2414 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2419 strcat (buf2, buf);
2412 } 2420 }
2421
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2416 return buf2; 2426 return buf2;
2417} 2427}
2418 2428
2419 2429void
2420
2421void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2422 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2425 int i; 2435 int i;
2426 int rate_hp = 1200; 2436 int rate_hp = 1200;
2427 int rate_sp = 2500; 2437 int rate_sp = 2500;
2428 int rate_grace = 2000; 2438 int rate_grace = 2000;
2429 const int max_hp = 1; 2439 const int max_hp = 1;
2430 const int max_sp = 1; 2440 const int max_sp = 1;
2431 const int max_grace = 1; 2441 const int max_grace = 1;
2432 2442
2433 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 if (op->contr->outputs[i].buf!=NULL && 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2448 }
2439 2449
2440 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2441 2451 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2456 else
2457 {
2447 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2460 }
2461
2450 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2464 else
2465 {
2453 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2468 }
2469
2456 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2472 else
2473 {
2459 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2476 }
2462 2477
2463 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2483 {
2484 op->stats.sp++;
2468 /* dms do not consume food */ 2485 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2487 {
2488 op->stats.food--;
2471 if(op->contr->digestion<0) 2489 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 2492 op->stats.food = last_food;
2493 }
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 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 } 2518 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2519
2497 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2499 if(--op->last_grace<0) { 2522 if (--op->last_grace < 0)
2523 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2526
2527 if (max_grace > 1)
2528 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2530 if (over_grace > 0)
2505 op->stats.sp += over_grace 2531 {
2532 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace=0; 2534 op->last_grace = 0;
2508 } else { 2535 }
2536 else
2537 {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 } 2539 }
2511 } else { 2540 }
2541 else
2542 {
2512 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);
2513 } 2544 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2515 } 2546 }
2516 2547
2517 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2519 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2552 {
2553 op->stats.hp++;
2521 /* dms do not consume food */ 2554 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2556 {
2557 op->stats.food--;
2524 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 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 }
2529 } 2582 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2583
2545 /* Digestion */ 2584 /* Digestion */
2546 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2547#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2590#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2592#endif
2555 2593
2556 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2596 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2560 /* dms do not consume food */ 2599 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2601 op->stats.food--;
2563 } 2602 }
2564 2603
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2605 {
2606 object *tmp, *flesh = 0;
2567 2607
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2571 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.");
2572 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2617 break;
2575 } 2618 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2620 flesh = tmp;
2578 } /* end of for loop */ 2621 } /* End if paid for object */
2622 } /* end of for loop */
2623
2579 /* 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
2580 * eat flesh instead. 2625 * eat flesh instead.
2581 */ 2626 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2583 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.");
2584 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2585 } 2631 }
2586 } /* end if player is starving */ 2632 }
2587 2633
2588 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2590 2636
2591 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))
2592 kill_player(op); 2638 kill_player (op);
2639 }
2593} 2640}
2594
2595
2596 2641
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2645 * file.
2601 */ 2646 */
2647void
2602void kill_player(object *op) 2648kill_player (object *op)
2603{ 2649{
2604 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2605 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2607 int z; 2656 /* int z;
2608 int num_stats_lose; 2657 int num_stats_lose;
2609 int lost_a_stat; 2658 int lost_a_stat;
2610 int lose_this_stat; 2659 int lose_this_stat;
2611 int this_stat; 2660 int this_stat; */
2612 int will_kill_again; 2661 int will_kill_again;
2613 archetype *at; 2662 archetype *at;
2614 object *tmp; 2663 object *tmp;
2615 2664
2616 if(save_life(op)) 2665 if (save_life (op))
2617 return; 2666 return;
2618 2667
2619 2668
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2672 */
2624 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2626 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2677
2629
2630 /* restore player */ 2678 /* restore player */
2631 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2681 {
2634 remove_ob(tmp); 2682 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2684 }
2638 2685
2639 at = find_archetype("confusion"); 2686 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2688 {
2642 remove_ob(tmp); 2689 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2691 }
2646 2692
2647 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2650 2696 op->stats.food = 999;
2697
2651 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2700 {
2655 sprintf(buf,"%s's finger",op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2702 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2706 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2710 }
2711
2668 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2714 op->contr->braced = 0;
2671 return; 2715 return;
2672 } 2716 }
2673 2717
2674 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2675 2719
2676 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2677 2721
2678 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2723 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2687 } 2726 }
2688 else { 2727 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2728 sprintf (buf, "%s died.", &op->name);
2696 } 2729
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2731
2699 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2701 2736
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2740 */
2708 2741
2709 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2744 * of death.
2712 */ 2745 */
2713#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2715 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2751 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2754 little bit harder. */
2721 /* GD */ 2755 /* GD */
2722 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2757 num_stats_lose = 1;
2724 else 2758 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2760 }
2761 else
2727 num_stats_lose = 1; 2762 num_stats_lose = 1;
2728 } 2763
2729 lost_a_stat = 0; 2764 lost_a_stat = 0;
2730 2765
2731 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2732 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2733 2769
2734 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2735 /* 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
2736 * what he lost. 2773 * what he lost.
2737 */ 2774 */
2738 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2780 lost_a_stat = 1;
2744 } else { 2781 }
2782 else
2783 {
2745 /* deplete a stat */ 2784 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2748 2790 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2793 }
2782 if (lose_this_stat) { 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
2796 {
2797 /* GD */
2798 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2800 if (this_stat < 0)
2801 {
2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2803 int keep_chance = this_stat * this_stat;
2804
2805 /* Yes, I am paranoid. Sue me. */
2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2812 lose_this_stat = 0;
2813 /* Take loss chance vs keep chance to see if we
2814 retain the stat. */
2815 }
2816 else
2817 {
2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2823 }
2824 }
2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2784 /* We could try to do something clever like find another 2830 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2831 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2832 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2833 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2834 * difference.
2789 */ 2835 */
2790 if (this_stat>=-50) { 2836 if (this_stat >= -50)
2837 {
2791 change_attr_value(&(dep->stats), i, -1); 2838 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2839 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2841 op->update_stats ();
2795 lost_a_stat = 1; 2842 lost_a_stat = 1;
2796 } 2843 }
2797 } 2844 }
2845 }
2798 } 2846 }
2799 }
2800 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2848 if (!lost_a_stat)
2802 { 2849 {
2803 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2851 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2852 const char *god = determine_god (op);
2853
2806 if (god && (strcmp(god, "none"))) 2854 if (god && (strcmp (god, "none")))
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2808 "moment you feel the holy presence of %s protecting" 2856 else
2809 " you.", god); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2861#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2862
2818 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2864 * exp loss on the stone.
2820 */ 2865 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2868 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2870 tmp->name_pl = buf;
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2827 "who was killed\n" 2872 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2875
2835 /**************************************/ 2876 /**************************************/
2836 /* */ 2877 /* */
2837 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2840 /* */ 2881 /* */
2841 /**************************************/ 2882 /**************************************/
2842 2883
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2885 /* restore player */
2845 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2888
2847 if (tmp) { 2889 if (tmp)
2848 remove_ob(tmp); 2890 {
2849 free_object(tmp); 2891 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2893 }
2852 2894
2853 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2897 if (tmp)
2856 remove_ob(tmp); 2898 {
2857 free_object(tmp); 2899 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2901 }
2902
2860 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2861 2904
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2912
2869 /* 2913 /*
2870 * 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
2871 * 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
2872 * in the map. 2916 * in the map.
2873 */ 2917 */
2874 2918
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2919 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2921
2883 /****************************************/ 2922 /****************************************/
2884 /* */ 2923 /* */
2885 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2887 /* */ 2926 /* */
2888 /****************************************/ 2927 /****************************************/
2889 2928
2890 enter_player_savebed(op); 2929 enter_player_savebed (op);
2891 2930
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2931 op->contr->braced = 0;
2896 save_player(op,1);
2897 2932
2898 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2936 * on the space that might harm the player.
2902 */ 2937 */
2903 will_kill_again=0; 2938 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2907 } 2942
2908 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2909 object *force; 2945 object *force;
2910 int at; 2946 int at;
2911 2947
2912 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2950 force->speed = 0.1;
2915 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2955 force->resist[at] = 100;
2920 } 2956
2921 insert_ob_in_ob(force, op); 2957 insert_ob_in_ob (force, op);
2922 fix_player(op); 2958 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2959
2960 }
2961
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2963}
2998 2964
2999 2965void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2966loot_object (object *op)
2967{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2968 object *tmp, *tmp2, *next;
3002 2969
2970 if (op->container)
3003 if (op->container) { /* close open sack first */ 2971 esrv_apply_container (op, op->container); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2972
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
3008 next=tmp->below; 2975 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2976
3010 remove_ob(tmp); 2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2982 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 2983 { /* empty container to ground */
3014 } 2984 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2985 }
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987 {
3017 if(tmp->nrof>1) { 2988 if (tmp->nrof > 1)
2989 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2991 tmp2->destroy ();
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 }
2994 else
2995 tmp->destroy ();
2996 }
3021 } else 2997 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2999 }
3026} 3000}
3027 3001
3028/* 3002/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3005 * was changed.
3032 */ 3006 */
3033 3007
3008void
3034void fix_weight(void) { 3009fix_weight (void)
3035 player *pl; 3010{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
3038 if(old == sum) 3015 if (old == sum)
3039 continue; 3016 continue;
3040 fix_player(pl->ob); 3017 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3019 }
3044} 3020}
3045 3021
3022void
3046void fix_luck(void) { 3023fix_luck (void)
3047 player *pl; 3024{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3049 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3051} 3028}
3052
3053 3029
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3057 */ 3033 */
3058
3059void 3034void
3060cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3061{ 3036{
3062 object *skop, *spob; 3037 object *skop, *spob;
3063 3038
3064 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3065 3040
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3043 {
3069 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);
3070 op->name);
3071 return; 3045 return;
3072 } 3046 }
3073 3047
3074 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3075 3049
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3053 if (!spob)
3080 { 3054 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3056 return;
3084 } 3057 }
3085 3058
3086 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3087 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);
3088 3061
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3063
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3065}
3095 3066
3067void
3096void make_visible (object *op) { 3068make_visible (object *op)
3069{
3097 op->hide = 0; 3070 op->hide = 0;
3098 op->invisible = 0; 3071 op->invisible = 0;
3099 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3100 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3075 op->contr->invis_race = 0;
3102 } 3076 }
3103 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3104} 3078}
3105 3079
3080int
3106int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3107 object *tmp=NULL; 3083 object *tmp = NULL;
3108 3084
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3110 3087
3111 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3088 return 0;
3116} 3089}
3117 3090
3118/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3093 * indicate greater hideability.
3121 */ 3094 */
3122 3095
3096int
3123int hideability(object *ob) { 3097hideability (object *ob)
3098{
3124 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3125 sint16 x,y; 3100 sint16 x, y;
3126 3101
3127 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3128 3104
3129 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3131 3107
3132 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3136 3113
3137 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3123 level += 2;
3143 else /* open terrain! */ 3124 else /* open terrain! */
3144 level -= 1; 3125 level -= 1;
3145 } 3126 }
3146 3127
3147#if 0 3128#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3130#endif
3150 return level; 3131 return level;
3151} 3132}
3152 3133
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3138 */
3158 3139
3140void
3159void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3144 object *skop;
3162 3145
3163 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3164 3148
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3150
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3170 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!");
3171 make_visible(op); 3156 make_visible (op);
3172 return; 3157 return;
3173 } else num += 20;
3174 } 3158 }
3159 else
3160 num += 20;
3161
3175 num += op->map->difficulty; 3162 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3164 num -= hide;
3165
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 {
3179 make_visible(op); 3168 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3169 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3171 }
3183 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3174}
3187 3175
3188/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3189 3177
3178int
3190int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3191 object *tmp=NULL; 3181 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3183 maptile *m;
3194 sint16 x,y; 3184 sint16 x, y;
3195 3185
3196 if(!who) return 0; 3186 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 3187 return 0;
3188
3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3194
3195 /* search adjacent squares */
3196 for (i = 1; i < 9; i++)
3197 {
3198 x = who->x + freearr_x[i];
3199 y = who->y + freearr_y[i];
3200 m = who->map;
3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3202 /* space must be blocked if there is a monster. If not
3203 * blocked, don't need to check this space.
3204 */
3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3208 continue;
3209
3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
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)
3218 return 1;
3219 }
3220 }
3221 }
3222 return 0;
3226} 3223}
3227 3224
3228/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3235 * -b.t.
3239 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3240 */ 3237 */
3241 3238
3239int
3242int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3243 rv_vector rv; 3242 rv_vector rv;
3244 int dx,dy; 3243 int dx, dy;
3245 3244
3246 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3248 return -1;
3273 op = op->more;
3274 } 3249 }
3250
3251 if (!pl || !op)
3275 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;
3276} 3280}
3277 3281
3278/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3286 * return 0.
3283 */ 3287 */
3288int
3284int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3285 3291
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3295 return 0;
3289 3296
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3291 3299
3292 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3294 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");
3295 return 1; 3304 return 1;
3296 } 3305 }
3297 } 3306 }
3298 return 0; 3307 return 0;
3299} 3308}
3300 3309
3301/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3317 */
3318int
3309int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3310 object *tmp; 3321 object *tmp;
3311 3322
3312 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3339 object *invtmp;
3340
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3345 if (x != NULL && y != NULL)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3347 return 1;
3348 }
3349 }
3350 }
3329 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3353 return 1;
3332 } 3354 }
3333 } 3355 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3356 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3342 return 0; 3358 return 0;
3343} 3359}
3344 3360
3345/* 3361/*
3349 * attributes: 3365 * attributes:
3350 * object *who the dragon player 3366 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3352 * int level ability level 3368 * int level ability level
3353 */ 3369 */
3370void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3378 int i = 0, j = 0;
3361 3379
3362 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3371 3389
3372 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3373 return; 3391 return;
3374 3392
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3394
3377 3395 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3396 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3398 return;
3381 } 3399 }
3382 3400
3383 /* everything seems okay - now bring on the gift: */ 3401 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3402 item = &(tr->item->clone);
3385 3403
3386 if (item->type == SPELL) { 3404 if (item->type == SPELL)
3405 {
3387 if (check_spell_known (who, item->name)) 3406 if (check_spell_known (who, item->name))
3388 return; 3407 return;
3389 3408
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3409 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3410 do_learn_spell (who, item, 0);
3392 return; 3411 return;
3393 } 3412 }
3394 3413
3395 /* grant direct spell */ 3414 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3415 if (item->type == SPELLBOOK)
3416 {
3397 if (!item->inv) { 3417 if (!item->inv)
3418 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3419 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3420 return;
3401 } 3421 }
3402 if (check_spell_known (who, item->inv->name)) 3422 if (check_spell_known (who, item->inv->name))
3403 return; 3423 return;
3404 if (item->invisible) { 3424 if (item->invisible)
3425 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3407 return; 3428 return;
3408 } 3429 }
3409 } 3430 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3411 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 {
3412 3435
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3417 */ 3440 */
3418 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3419 /* Give new attacktype */ 3443 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3421 3445
3422 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3424 3448
3425 if (item->msg != NULL) 3449 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3451
3428 /* Give player new face */ 3452 /* Give player new face */
3429 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3430 who->face = skop->face; 3455 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3458 who->last_anim = 0;
3434 who->state = 0; 3459 who->state = 0;
3435 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3436 } 3461 }
3462 }
3463 }
3437 } 3464 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3441 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3468 object *skin;
3469
3443 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3473 ;
3447 3474
3475 if (!skin)
3476 return;
3477
3448 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3482
3452 /* print message */ 3483 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3486 {
3456 if (j) 3487 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3488 {
3458 else 3489 if (j)
3459 j = 1; 3490 strcat (buf, " and ");
3491 else
3492 j = 1;
3460 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3461 } 3494 }
3462 } 3495 }
3463 strcat(buf,"."); 3496 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3498 }
3466 3499
3467 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3507
3475 /* print message if there is one */ 3508 /* print message if there is one */
3476 if (item->msg != NULL) 3509 if (item->msg != NULL)
3477 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
3478 } 3513 {
3479 else {
3480 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3486 } 3520 }
3487} 3521}
3488 3522
3489/** 3523/**
3490 * 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
3491 * not readied. 3525 * not readied.
3492 */ 3526 */
3527void
3493void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3529{
3495
3496 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))
3497 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3498 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3499 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3500 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3501 }
3502 } 3536 }
3503 }
3504} 3537}

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