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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.11 2006/08/29 08:01:37 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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 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;
205 205
206 if (!p) { 206 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 207}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 208
211 /* This adds the player in the linked list. There is extra 209// connect the player with a specific client
212 * complexity here because we want to add the new player at the 210// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 211void
214 * that needs to be done except for things like output of 212player::connect (client *ns)
215 * 'who'. 213{
216 */ 214 this->ns = ns;
217 player *tmp = first_player; 215 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;
224 216
225 p->next = NULL; 217 run_on = 0;
226 } 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
227 220
228 /* Clears basically the entire player structure except 221 ns->update_look = 0;
229 * for next and socket. 222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 248 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 250 SET_FLAG (ob, FLAG_USE_SHIELD);
233 251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
234 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 329 * we deal with that below this point.
236 */ 330 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 334
243#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 336
245#endif 337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
246 355 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
248 358 }
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} 359}
300 360
301 361player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 362{
305 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
306 op->x = -1; 364 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 365}
310 366
311/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
313 * mode. 369 * mode.
314 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
315 375
316int add_player(NewSocket *ns) { 376 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); 377 set_first_map (pl->ob);
331 378
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; 379 return pl;
339} 380}
340 381
341/* 382/*
342 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
345 */ 386 */
387archetype *
346archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
347{ 389{
348 archetype *start = at; 390 archetype *start = at;
391
349 for (;;) { 392 for (;;)
393 {
350 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
351 at=first_archetype; 395 at = first_archetype;
352 else 396 else
353 at=at->next; 397 at = at->next;
398
354 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
355 return at; 400 return at;
401
356 if (at == start) { 402 if (at == start)
403 {
357 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 405 exit (-1);
359 } 406 }
360 } 407 }
361} 408}
362 409
363 410object *
364object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
365 object *op = NULL; 413 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 414 objectlink *ol;
368 unsigned lastdist; 415 unsigned lastdist;
369 rv_vector rv; 416 rv_vector rv;
370 417
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
372 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
376 */ 424 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
378 object *tmp=ol->ob; 427 object *tmp = ol->ob;
379 428
380 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 430 * itself will have been cleared.
382 */ 431 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
384 ol = ol->next; 434 ol = ol->next;
385 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
436 if (!ol)
386 if (!ol) return op; 437 return op;
387 } 438 }
388 439
389 /* Remove special check for player from this. First, it looks to cause 440 /* 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 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 442 * 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 443 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
395 */ 446 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 448 continue;
398 449
399 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
451 {
400 op=ol->ob; 452 op = ol->ob;
401 lastdist=rv.distance; 453 lastdist = rv.distance;
402 } 454 }
403 } 455 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 456
457 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 458 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 460 {
412 } 461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
413#if 0 465#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 467#endif
416 return op; 468 return op;
417} 469}
418 470
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* 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 472 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 489 * is probably not a good thing.
438 */ 490 */
439#define MAX_SPACES 50 491#define MAX_SPACES 50
440
441 492
442/* 493/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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. 509 * 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, 510 * 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 511 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 512 * is blocking itself.
462 */ 513 */
514int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
464 rv_vector rv; 517 rv_vector rv;
465 sint16 x,y; 518 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
468 521
469 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
470 523
471 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
525 return 0;
472 526
473 x=mon->x; 527 x = mon->x;
474 y=mon->y; 528 y = mon->y;
475 m=mon->map; 529 m = mon->map;
476 dir = rv.direction; 530 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 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); 532 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. */ 533 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 534 if (diff > max)
535 return 0;
481 while (diff >1 && max>0) { 536 while (diff > 1 && max > 0)
537 {
482 lastx = x; 538 lastx = x;
483 lasty = y; 539 lasty = y;
484 lastmap = m; 540 lastmap = m;
485 x = lastx + freearr_x[dir]; 541 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 542 y = lasty + freearr_y[dir];
487 543
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 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); 545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 546
491 /* Space is blocked - try changing direction a little */ 547 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 548 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)))) { 549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
494 /* recalculate direction from last good location. Possible 551 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 552 * we were not traversing ideal location before.
496 */ 553 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 555 if (rv.direction != dir)
556 {
499 /* OK - says direction should be different - lets reset the 557 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 558 * the values so it will try again.
501 */ 559 */
502 x = lastx; 560 x = lastx;
503 y = lasty; 561 y = lasty;
504 m = lastmap; 562 m = lastmap;
505 dir = firstdir = rv.direction; 563 dir = firstdir = rv.direction;
564 }
506 } else { 565 else
566 {
507 /* direct path is blocked - try taking a side step to 567 /* direct path is blocked - try taking a side step to
508 * either the left or right. 568 * either the left or right.
509 * Note increase the values in the loop below to be 569 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 570 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 571 * 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 572 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 573 * stepping back and forth
514 */ 574 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 578 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 579 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 580 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 581 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 582 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 583 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 584 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 585 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 586 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 587 * the last direction the creature has successfully
526 * moved. 588 * moved.
527 */ 589 */
528 590
529 x = lastx + freearr_x[absdir(lastdir+i)]; 591 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 592 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 593 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 594 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 595 if (mflags & P_OUT_OF_MAP)
596 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 600 if (mflags & P_BLOCKSVIEW)
601 continue;
537 602
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
539 } 605 }
540 /* go through entire loop without finding a valid 606 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 607 * sidestep to take - thus, no valid path.
542 */ 608 */
543 if (i==(DETOUR_AMOUNT+1)) 609 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 610 return 0;
545 diff--; 611 diff--;
546 lastdir=dir; 612 lastdir = dir;
547 max--; 613 max--;
548 if (!firstdir) firstdir = dir+i; 614 if (!firstdir)
615 firstdir = dir + i;
549 } /* else check alternate directions */ 616 } /* else check alternate directions */
550 } /* if blocked */ 617 } /* if blocked */
551 else { 618 else
619 {
552 /* we moved towards creature, so diff is less */ 620 /* we moved towards creature, so diff is less */
553 diff--; 621 diff--;
554 max--; 622 max--;
555 lastdir=dir; 623 lastdir = dir;
624 if (!firstdir)
556 if (!firstdir) firstdir = dir; 625 firstdir = dir;
626 }
627 if (diff <= 1)
557 } 628 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 630 * headed toward player for entire distance.
561 */ 631 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 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); 633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 634 }
565 if (diff>max) return 0; 635 if (diff > max)
636 return 0;
566 } 637 }
567 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 639 if (!max)
640 return 0;
569 641
570 return firstdir; 642 return firstdir;
571} 643}
572 644
645void
573void give_initial_items(object *pl,treasurelist *items) { 646give_initial_items (object *pl, treasurelist * items)
647{
574 object *op,*next=NULL; 648 object *op, *next = NULL;
575 649
576 if(pl->randomitems!=NULL) 650 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 652
579 for (op=pl->inv; op; op=next) { 653 for (op = pl->inv; op; op = next)
654 {
580 next = op->below; 655 next = op->below;
581 656
582 /* Forces get applied per default, unless they have the 657 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 658 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 659 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 661 SET_FLAG (op, FLAG_APPLIED);
587 662
588 /* we never give weapons/armour if these cannot be used 663 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 664 * by this player due to race restrictions
590 */ 665 */
591 if (pl->type == PLAYER) { 666 if (pl->type == PLAYER)
667 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 673 {
602 } 674 op->destroy ();
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; 675 continue;
622 } 676 }
623 if (op->nrof > 1) op->nrof = 1; 677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 686 {
687 object *tmp;
625 688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
626 if (op->type == SPELLBOOK && op->inv) { 704 if (op->type == SPELLBOOK && op->inv)
705 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 707 }
629 708
630 /* Give starting characters identified, uncursed, and undamned 709 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 710 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 711 * merged properly.
633 */ 712 */
634 if (need_identify(op)) { 713 if (need_identify (op))
714 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 715 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
638 } 720 {
639 if(op->type==SPELL) { 721 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 722 continue;
723 }
724 else if (op->type == SKILL)
643 } 725 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 727 op->stats.exp = 0;
647 op->level = 1; 728 op->level = 1;
648 } 729 }
649 /* lock all 'normal items by default */ 730 /* lock all 'normal items by default */
731 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 732 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 733 } /* for loop of objects in player inv */
652 734
653 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
654 link_player_skills(pl); 736 link_player_skills (pl);
655} 737}
656 738
657void get_name(object *op) { 739void
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;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
734 if (party == NULL) { 742 if (party == NULL)
743 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 745 return;
737 } 746 }
747
738 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 752}
743
744 753
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
746int roll_stat(void) { 756roll_stat (void)
757{
747 int a[4],i,j,k; 758 int a[4], i, j, k;
748 759
749 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
751 762
752 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 764 if (a[i] < k)
754 k=a[i],j=i; 765 k = a[i], j = i;
755 766
756 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 768 if (i != j)
758 k+=a[i]; 769 k += a[i];
759 } 770
760 return k; 771 return k;
761} 772}
762 773
763void roll_stats(object *op) { 774void
764 int sum=0; 775object::roll_stats ()
765 int i = 0, j = 0; 776{
766 int statsort[7]; 777 int statsort [7];
767 778
779 for (;;)
768 do { 780 {
769 op->stats.Str=roll_stat(); 781 int sum = 0;
770 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 783 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);
780 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
781 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 790 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;
789 791
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]; 792 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
809 799
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; 800 stats.exp = 0;
821 op->stats.ac=0; 801 stats.ac = 0;
822 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
823 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
826 812
827 fix_player(op); 813 contr->orig_stats = stats;
814 }
815}
816
817void
818object::swap_stats (int a, int b)
819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823
824 stats.Str = contr->orig_stats.Str;
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
828 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
831 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
832} 852}
833 853
834void Roll_Again(object *op) 854static void
855start_info (object *op)
835{ 856{
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]; 857 char buf[MAX_BUF];
844 858
845 if ( op->contr->Swap_First == -1 ) { 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
953 864
954/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
958 * not the class. 869 * not the class.
959 */ 870 */
960 871int
961int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
962{ 873{
963 int tmp_loop; 874 int tmp_loop;
964 875
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
971 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
972 879
973 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
977 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
979 889
980 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
981 891
982 if (op->msg) { 892 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 893 op->msg = NULL;
985 }
986 894
987 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
988 * to save here. 896 * to save here.
989 */ 897 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 899 make_path_to_file (buf);
992 900
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 901 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 904 link_player_skills (op);
1000 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
1001 fix_player(op); 906 op->update_stats ();
1002 907
1003 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1004 * is one for this race 909 * is one for this race
1005 */ 910 */
1006 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1007 object *tmp; 913 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1011 first_map_ext_path, op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 917 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 918 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1018 * default initial map */ 923 * default initial map */
1019 free_object(tmp); 924 tmp->destroy ();
925 }
1020 } else { 926 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 928
1023 return 0; 929 return 0;
1024 } 930 }
1025 931
1026 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1028 */ 934 */
1029 935
1030 tmp_loop = 0; 936 tmp_loop = 0;
1031 while(!tmp_loop) { 937 while (!tmp_loop)
1032 const char *name = add_string (op->name); 938 {
939 shstr name = op->name;
1033 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
941
1034 remove_statbonus(op); 942 op->remove_statbonus ();
1035 remove_ob (op); 943 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1038 op->instantiate (); 946 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 948 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 949 op->x = x;
1045 op->y = y; 950 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 954 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 956 }
957
1055 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 960 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 963 op->stats.grace = 0;
964
1061 if (op->msg) 965 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 968 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; 969 return 0;
1065} 970}
1066 971
1067int key_confirm_quit(object *op, char key) 972void
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) { 973flee_player (object *op)
974{
1113 int dir,diff; 975 int dir, diff;
1114 rv_vector rv; 976 rv_vector rv;
1115 977
1116 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 if (op->enemy == NULL)
986 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED);
989 return;
990 }
991
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return;
1008 }
1009
1010 get_rangevector (op, op->enemy, &rv, 0);
1011
1012 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++)
1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1018 return;
1120 } 1019 }
1121 1020
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1023 op->enemy = NULL;
1156} 1024}
1157 1025
1158 1026
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1027/* 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 1028 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1029 * stop.
1162 */ 1030 */
1031int
1163int check_pick(object *op) { 1032check_pick (object *op)
1033{
1164 object *tmp, *next; 1034 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1035 int stop = 0;
1167 int j, k, wvratio; 1036 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1169 1038
1170
1171 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1173 return 1; 1041 return 1;
1174 1042
1175 op_tag = op->count;
1176
1177 next = op->below; 1043 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1044
1181 /* loop while there are items on the floor that are not marked as 1045 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1046 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1184 { 1048 {
1185 tmp = next; 1049 tmp = next;
1186 next = tmp->below; 1050 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1051
1190 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1191 return 0; 1053 return 0;
1192 1054
1193 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1194 continue; 1056 continue;
1195 1057
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1059 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1061 pick_up (op, tmp);
1200 continue; 1062 continue;
1201 } 1063 }
1202 1064
1203 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1205 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1069 {
1070 case 0:
1206 case 0: return 1; /* don't pick up */ 1071 return 1; /* don't pick up */
1072 case 1:
1207 case 1: pick_up (op, tmp); 1073 pick_up (op, tmp);
1208 return 1; 1074 return 1;
1075 case 2:
1209 case 2: pick_up (op, tmp); 1076 pick_up (op, tmp);
1210 return 0; 1077 return 0;
1078 case 3:
1211 case 3: return 0; /* stop before pickup */ 1079 return 0; /* stop before pickup */
1080 case 4:
1212 case 4: pick_up (op, tmp); 1081 pick_up (op, tmp);
1213 break; 1082 break;
1083 case 5:
1214 case 5: pick_up (op, tmp); 1084 pick_up (op, tmp);
1215 stop = 1; 1085 stop = 1;
1216 break; 1086 break;
1217 case 6: 1087 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1089 pick_up (op, tmp);
1221 break; 1090 break;
1222 1091
1223 case 7: 1092 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1094 pick_up (op, tmp);
1226 break; 1095 break;
1227 1096
1228 default: 1097 default:
1229 /* use value density */ 1098 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1101 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1102 }
1262 } 1103 }
1263 } 1104 else
1105 { /* old model */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG)
1108 {
1109 /* some debugging code to figure out item information */
1110 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1265 1119
1120 /* philosophy:
1121 * It's easy to grab an item type from a pile, as long as it's
1122 * generic. This takes no game-time. For more detailed pickups
1123 * and selections, select-items should be used. This is a
1124 * grab-as-you-run type mode that's really useful for arrows for
1125 * example.
1126 * The drawback: right now it has no frontend, so you need to
1127 * stick the bits you want into a calculator in hex mode and then
1128 * convert to decimal and then 'pickup <#>
1129 */
1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue;
1156
1157 /* ignore known cursed objects */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1159 continue;
1160
1161 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD)
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 {
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229 }
1230
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 {
1316 if (tmp->type == WEAPON && tmp->name != NULL)
1317 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334 }
1335
1336 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343
1344 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */
1346 if (op->contr->mode & PU_RATIO)
1347 {
1348 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 {
1355 pick_up (op, tmp);
1266#if 0 1356#if 0
1267 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1269 { 1359 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1361 }
1272 { 1362 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1365 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 1366#endif
1279 } 1367 continue;
1280 /* philosophy: 1368 }
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
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 } 1369 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1370 } /* the new pickup model */
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 } 1371 }
1440 } /* the new pickup model */ 1372
1441 }
1442 return ! stop; 1373 return !stop;
1443} 1374}
1444 1375
1445/* 1376/*
1446 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1379 * found object is returned.
1449 */ 1380 */
1381object *
1450object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1451{ 1383{
1452 object *tmp = NULL; 1384 object *tmp = NULL;
1453 1385
1454 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1387 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); 1388 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1459 return op; 1390 return op;
1460 return tmp; 1391 return tmp;
1461} 1392}
1462 1393
1463/* 1394/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1399 */
1469 1400
1401object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1403{
1472 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1474 1406
1475 if (!type) 1407 if (!type)
1476 return NULL; 1408 return NULL;
1477 1409
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 {
1481 i = 0; 1414 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1416 if (i > betterby)
1417 {
1484 tmp = ntmp; 1418 tmp = ntmp;
1485 betterby = i; 1419 betterby = i;
1486 } 1420 }
1421 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1488 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1426 {
1491 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1428 {
1492 *better = 100; 1429 *better = 100;
1493 return arrow; 1430 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1431 }
1498 } else { 1432 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 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) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1433 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1434 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1436 }
1515 } 1437 }
1438 else
1439 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1442 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1448 }
1449 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 }
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 }
1516 } 1460 }
1461 }
1517 } 1462 }
1518 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1464 return find_arrow (op, type);
1520 1465
1521 *better = betterby; 1466 *better = betterby;
1522 return tmp; 1467 return tmp;
1523} 1468}
1524 1469
1525/* looks in a given direction, finds the first valid target, and calls 1470/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1472 * op = the shooter
1528 * type = bow->race 1473 * type = bow->race
1529 * dir = fire direction 1474 * dir = fire direction
1530 */ 1475 */
1531 1476
1477object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1533{ 1479{
1534 object *tmp = NULL; 1480 object *tmp = NULL;
1535 mapstruct *m; 1481 maptile *m;
1536 int i, mflags, found, number; 1482 int i, mflags, found, number;
1537 sint16 x, y; 1483 sint16 x, y;
1538 1484
1539 if (op->map == NULL) 1485 if (op->map == NULL)
1540 return find_arrow(op, type); 1486 return find_arrow (op, type);
1541 1487
1542 /* do a dex check */ 1488 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 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))) 1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1491 return find_arrow (op, type);
1546 1492
1547 m = op->map; 1493 m = op->map;
1548 x = op->x; 1494 x = op->x;
1549 y = op->y; 1495 y = op->y;
1550 1496
1551 /* find the first target */ 1497 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1553 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1557 tmp = NULL; 1505 tmp = NULL;
1506 break;
1507 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption.
1512 */
1513 tmp = NULL;
1514 break;
1515 }
1516 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1558 break; 1525 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1526 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1527 }
1576 if (tmp == NULL) 1528 if (tmp == NULL)
1577 return find_arrow(op, type); 1529 return find_arrow (op, type);
1578 1530
1579 if (tmp->head) 1531 if (tmp->head)
1580 tmp = tmp->head; 1532 tmp = tmp->head;
1581 1533
1582 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1583} 1535}
1584 1536
1585/* 1537/*
1586 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1542 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1543 * 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 1544 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1545 * player fire modes.
1594 */ 1546 */
1547int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1549{
1598 object *left, *bow; 1550 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1551 int bowspeed, mflags;
1601 mapstruct *m; 1552 maptile *m;
1602 1553
1603 if (!dir) { 1554 if (!dir)
1555 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1557 return 0;
1606 } 1558 }
1559
1607 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1609 else { 1562 else
1563 {
1610 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1565 /* 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. 1566 * don't need to switch back and forth between bows and weapons.
1613 */ 1567 */
1614 if(bow->type==BOW) 1568 if (bow->type == BOW)
1615 break; 1569 break;
1616 1570
1617 if (!bow) { 1571 if (!bow)
1572 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1574 return 0;
1620 } 1575 }
1621 } 1576 }
1577
1622 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1581 return 0;
1625 } 1582 }
1626 1583
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1585
1629 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1632 if (bowspeed < 1) 1590 if (bowspeed < 1)
1633 bowspeed = 1; 1591 bowspeed = 1;
1634 1592
1635 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1637 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 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 */ 1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1600 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1602 return 0;
1644 } 1603 }
1645 } 1604 }
1605
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1608 return 0;
1649 } 1609
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1613 return 0;
1653 } 1614 }
1654 1615
1655 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1618 {
1658 free_object(arrow); 1619 arrow->destroy ();
1659 return 0; 1620 return 0;
1660 } 1621 }
1661 1622
1662 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1628 return 0;
1669 } 1629 }
1670 set_owner(arrow, op); 1630
1671 if (arrow->skill) free_string(arrow->skill); 1631 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1632 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1633 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1634
1678 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1638 op->update_stats ();
1681 } 1639 }
1682 1640
1683 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1689 1647
1690 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1692 */ 1650 */
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 1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1698 /* update the speed */ 1654 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1656 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 1657
1704 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1708 1660
1709 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1665 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 1666
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1668 }
1669 else
1670 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1671 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; 1672 arrow->level = op->level;
1721 } 1673 }
1674
1722 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1724 if (bow->slaying != NULL) 1678 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1679 arrow->slaying = bow->slaying;
1726 1680
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1683
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1686
1735 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1688 move_arrow (arrow);
1737 1689
1738 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1741 else 1694 else
1742 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1743 } 1696 }
1697
1744 return 1; 1698 return 1;
1745} 1699}
1746 1700
1747/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1702 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1706 * hence the function name.
1753 */ 1707 */
1708int
1754int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1755{ 1710{
1756 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1757 1712
1758 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1714 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 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); 1716 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1720 wcmod = -1;
1721
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1723 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 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)]); 1727 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)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1735
1776 } else { 1736 }
1737 else
1738 {
1777 /* Simple case */ 1739 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1741 }
1780 return ret; 1742 return ret;
1781} 1743}
1782 1744
1783 1745
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1786 */ 1748 */
1749void
1787void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1788{ 1751{
1789 object *item; 1752 object *item;
1790 1753
1791 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1757 return;
1794 } 1758 }
1795 1759
1796 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1761 if (!item->inv)
1762 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1764 return;
1800 } 1765 }
1801 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1802 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 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)); 1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1772 return;
1806 } 1773 }
1774 }
1807 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1780 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1782 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1784 return;
1817 } 1785 }
1818 } 1786 }
1819 1787
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1823 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1794 {
1824 object *tmp; 1795 object *tmp;
1796
1825 if (item->arch) { 1797 if (item->arch)
1798 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1828 item->speed = 0; 1801 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1802 }
1803
1831 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1806 }
1834 } 1807 }
1835 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1809 drain_rod_charge (item);
1837 }
1838 } 1810 }
1839} 1811}
1840 1812
1841/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1842 */ 1814 */
1815void
1843void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1844 int spellcost=0; 1818 int spellcost = 0;
1845 1819
1846 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1848 1823
1849 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1850 case range_none: 1826 case range_none:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir);
1831 return;
1832
1833 case range_magic: /* Casting spells */
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1835 return;
1836
1837 case range_misc:
1838 fire_misc_object (op, dir);
1839 return;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1856 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 } 1857 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1858
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); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1887 default: 1864 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1866 return;
1890 } 1867 }
1891} 1868}
1892 1869
1893 1870
1894 1871
1901 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1904 */ 1881 */
1905 1882
1883object *
1906object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1907{ 1885{
1908 object *tmp,*key; 1886 object *tmp, *key;
1909 1887
1910 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1912 1891
1913 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1916 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1918 */ 1899 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1901 break;
1921 } 1902 }
1922 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1906 * a key, return
1926 */ 1907 */
1927 if (!tmp) { 1908 if (!tmp)
1909 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1929 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1932 } 1917 }
1933 } 1918 }
1919 if (!tmp)
1934 if (!tmp) return NULL; 1920 return NULL;
1935 } 1921 }
1936 /* We get down here if we have found a key. Now if its in a container, 1922 /* 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 1923 * see if we actually want to use it
1938 */ 1924 */
1939 if (pl!=container) { 1925 if (pl != container)
1926 {
1940 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1942 /* cases where this fails: 1930 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1932 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1946 * containers can be used. 1934 * containers can be used.
1947 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1951 * 1939 *
1952 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1953 * all the others. 1941 * all the others.
1954 */ 1942 */
1955 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1946 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1948 "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; 1949 return NULL;
1964 } 1950 }
1965 } 1951 }
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 1982 }
1993 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1995 "You open the door with the %s", query_short_name(key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1987 }
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2001 if (container != op) 1991 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
2004 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
2005 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1999 return 1;
2008 } 2000 }
2009 return 0; 2001 return 0;
2010} 2002}
2011 2003
2012/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2017 */ 2009 */
2018 2010void
2019void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2020{ 2012{
2021 object *tmp, *mon; 2013 object *tmp, *mon;
2022 sint16 nx, ny; 2014 sint16 nx, ny;
2023 int on_battleground; 2015 int on_battleground;
2024 mapstruct *m; 2016 maptile *m;
2025 2017
2026 nx=freearr_x[dir]+op->x; 2018 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2019 ny = freearr_y[dir] + op->y;
2028 2020
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2030 2022
2031 /* If braced, or can't move to the square, and it is not out of the 2023 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2024 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2025 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2027 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2028 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2029 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2030 * move_ob uses.
2039 */ 2031 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 } 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2045 else m =op->map; 2041 m = op->map;
2046 2042
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2043 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2049 return; 2106 return;
2050 }
2051 2107
2052 mon = NULL; 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2109 (void) push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2110 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2111 make_visible (op);
2056 * on the space 2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't
2119 * attack them either.
2057 */ 2120 */
2058 while (tmp!=NULL) { 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2123#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2062 } 2137 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2138 else
2064 mon = tmp; 2139 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2145 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced.
2147 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2150 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op))
2152 make_visible (op);
2153 }
2154
2155 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen.
2160 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 {
2172 op->speed_left += op->speed / op->contr->weapon_sp;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2175 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2176
2075 if(mon->head != NULL) 2177 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2178
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2179 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2180 * hitback, and doesn't loose luck either.
2080 2181 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2182 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2183 */
2088 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2185 {
2129 if (!op->contr->braced) { 2186 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2187
2131 (void) push_ob(mon,dir,op); 2188 mon->contr->has_hit = 1;
2132 } else { 2189 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2190 mon->stats.luck = luck;
2134 } 2191 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2192
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2193 if (action_makes_visible (op))
2144 } 2194 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2195 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2196 } /* if player should attack something */
2185} 2197}
2186 2198
2199int
2187int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2188 int pick; 2202 int pick;
2189 2203
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2205 return 0;
2206
2207 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9))
2209 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0;
2212 }
2213
2214 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217
2218 op->facing = dir;
2219
2220 if (op->hide)
2221 do_hidden_move (op);
2222
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ;
2225 else if (op->contr->fire_on)
2226 fire (op, dir);
2227 else
2228 {
2229 move_player_attack (op, dir);
2230 pick = check_pick (op);
2231 }
2232
2233 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing.
2235 */
2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 op->direction = dir;
2238 else
2239 op->direction = 0;
2240
2241 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities
2243 * for players.
2244 */
2245 animate_object (op, op->facing);
2246 return 0;
2231} 2247}
2232 2248
2233/* This is similar to handle_player, below, but is only used by the 2249/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2250 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2251 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2252 * the new speed values for commands.
2237 * 2253 *
2238 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2239 */ 2255 */
2256int
2240int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2241{ 2258{
2242 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2243 op->invisible = 1000; 2261 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2247 */ 2265 */
2248 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2252 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2253 make_visible(op); 2274 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2276 }
2256 } 2277 }
2257 2278
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2259 flee_player(op); 2281 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2282 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2262 op->speed_left--; 2285 op->speed_left--;
2263 return 0; 2286 return 0;
2264 } 2287 }
2265 } 2288 }
2266 2289
2267 /* I've been seeing crashes where the golem has been destroyed, but 2290 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2291 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2292 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2293 * put this in a a workaround to clean up the golem pointer.
2271 */ 2294 */
2272 if (op->contr->ranges[range_golem] && 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2297
2279 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2300 * called, so we recheck it here.
2282 */ 2301 */
2283 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2303 return 1;
2285 2304
2305 if (op->speed_left > 0)
2306 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2287 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2310 op->speed_left--;
2289 2311
2290 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2293 */ 2315 */
2294 move_player(op, op->direction); 2316 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2317
2296 else return 0; 2318 return op->speed_left > 0;
2319 }
2297 } 2320 }
2321
2322 return 0;
2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2329 return 0;
2299}
2300 2330
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2336
2312 query_name(tmp));
2313 if (op->contr) 2337 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2339
2316 free_object(tmp); 2340 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2318 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2320 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2321 op->stats.food = 999; 2347 op->stats.food = 999;
2322 fix_player(op); 2348
2349 op->update_stats ();
2323 return 1; 2350 return 1;
2324 } 2351 }
2352
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2356 return 0;
2329} 2357}
2330 2358
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2359/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2360 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2361 * function will descend into containers. op is the object to start the search
2334 * from. 2362 * from.
2335 */ 2363 */
2364void
2336void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2337{ 2366{
2338 object *next; 2367 object *next;
2339 2368
2340 while (op) { 2369 while (op)
2370 {
2341 next=op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2372
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2374 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2377
2378 op->insert_at (env);
2351 } 2379 }
2380 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2353 op=next; 2383 op = next;
2354 } 2384 }
2355} 2385}
2356
2357 2386
2358/* 2387/*
2359 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2364 */ 2393 */
2394char *
2365char *gravestone_text (object *op) 2395gravestone_text (object *op)
2366{ 2396{
2367 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2399 time_t now = time (NULL);
2370 2400
2371 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2404 else
2375 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2408 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2411 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2415 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2420 strcat (buf2, buf);
2388 } 2421 }
2422
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2392 return buf2; 2427 return buf2;
2393} 2428}
2394 2429
2395 2430void
2396
2397void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2398 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2401 int i; 2436 int i;
2402 int rate_hp = 1200; 2437 int rate_hp = 1200;
2403 int rate_sp = 2500; 2438 int rate_sp = 2500;
2404 int rate_grace = 2000; 2439 int rate_grace = 2000;
2405 const int max_hp = 1; 2440 const int max_hp = 1;
2406 const int max_sp = 1; 2441 const int max_sp = 1;
2407 const int max_grace = 1; 2442 const int max_grace = 1;
2408 2443
2409 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL &&
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2449 }
2415 2450
2416 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2417 2452 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2457 else
2458 {
2423 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2461 }
2462
2426 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2465 else
2466 {
2429 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2469 }
2470
2432 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2473 else
2474 {
2435 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2477 }
2438 2478
2439 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2484 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2485 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2486 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2463 } 2494 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2487 } else { 2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520
2521 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531 if (over_grace > 0)
2532 {
2533 op->stats.sp += over_grace
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535 op->last_grace = 0;
2536 }
2537 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2545 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2491 } 2547 }
2492 2548
2493 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2495 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2496 op->stats.hp++; 2554 op->stats.hp++;
2497 /* dms do not consume food */ 2555 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2557 {
2558 op->stats.food--;
2500 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2505 } 2583 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2584
2521 /* Digestion */ 2585 /* Digestion */
2522 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2523#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2591#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2593#endif
2531 2594
2532 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2597 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2536 /* dms do not consume food */ 2600 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2602 op->stats.food--;
2539 } 2603 }
2540 2604
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 {
2542 object *tmp, *flesh=NULL; 2607 object *tmp, *flesh = 0;
2543 2608
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2618 break;
2551 } 2619 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2553 } /* End if paid for object */ 2622 } /* End if paid for object */
2554 } /* end of for loop */ 2623 } /* end of for loop */
2624
2555 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2626 * eat flesh instead.
2557 */ 2627 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2561 } 2632 }
2562 } /* end if player is starving */ 2633 }
2563 2634
2564 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2566 2637
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2639 kill_player (op);
2640 }
2569} 2641}
2570
2571
2572 2642
2573/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2646 * file.
2577 */ 2647 */
2648void
2578void kill_player(object *op) 2649kill_player (object *op)
2579{ 2650{
2580 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2581 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2583 int z; 2657 /* int z;
2584 int num_stats_lose; 2658 int num_stats_lose;
2585 int lost_a_stat; 2659 int lost_a_stat;
2586 int lose_this_stat; 2660 int lose_this_stat;
2587 int this_stat; 2661 int this_stat; */
2588 int will_kill_again; 2662 int will_kill_again;
2589 archetype *at; 2663 archetype *at;
2590 object *tmp; 2664 object *tmp;
2591 2665
2592 if(save_life(op)) 2666 if (save_life (op))
2593 return; 2667 return;
2594 2668
2595 2669
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2673 */
2600 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2602 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2678
2605
2606 /* restore player */ 2679 /* restore player */
2607 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2682 {
2610 remove_ob(tmp); 2683 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2689 {
2614 2690 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2692 }
2622 2693
2623 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2626 2697 op->stats.food = 999;
2698
2627 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2701 {
2631 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2703 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2707 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2711 }
2712
2644 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2715 op->contr->braced = 0;
2647 return; 2716 return;
2648 } 2717 }
2649 2718
2650 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2651 2720
2652 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2653 2722
2654 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2724 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2663 } 2727 }
2664 else { 2728 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2672 } 2730
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2732
2675 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2677 2737
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2683 */ 2741 */
2684 2742
2685 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2745 * of death.
2688 */ 2746 */
2689#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2691 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2752 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2755 little bit harder. */
2697 /* GD */ 2756 /* GD */
2698 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2758 num_stats_lose = 1;
2704 } 2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2705 lost_a_stat = 0; 2765 lost_a_stat = 0;
2706 2766
2707 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2708 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2709 2770
2710 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2711 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2774 * what he lost.
2713 */ 2775 */
2714 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2781 lost_a_stat = 1;
2720 } else { 2782 }
2783 else
2784 {
2721 /* deplete a stat */ 2785 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2724 2791 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2729 } 2794 }
2730 lose_this_stat = 1; 2795 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2796 if (settings.balanced_stat_loss)
2797 {
2732 /* GD */ 2798 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2799 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2801 if (this_stat < 0)
2802 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2804 int keep_chance = this_stat * this_stat;
2805
2738 /* Yes, I am paranoid. Sue me. */ 2806 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2807 if (keep_chance < 1)
2740 keep_chance = 1; 2808 keep_chance = 1;
2741 2809
2742 /* There is a maximum depletion total per level. */ 2810 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2744 lose_this_stat = 0; 2813 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2815 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2816 }
2756 } 2817 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2818 {
2766 if (this_stat>=-50) { 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2824 }
2773 } 2825 }
2774 } 2826 }
2775 } 2827
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2778 { 2838 {
2779 /* determine_god() seems to not work sometimes... why is this? 2839 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2840 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2842 op->update_stats ();
2785 " you.", god); 2843 lost_a_stat = 1;
2786 else 2844 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2845 }
2846 }
2847 }
2848 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat)
2850 {
2851 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */
2853 const char *god = determine_god (op);
2854
2855 if (god && (strcmp (god, "none")))
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2862#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2863
2794 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2865 * exp loss on the stone.
2796 */ 2866 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2872 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);
2803 "who was killed\n" 2873 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2876
2811 /**************************************/ 2877 /**************************************/
2812 /* */ 2878 /* */
2813 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2816 /* */ 2882 /* */
2817 /**************************************/ 2883 /**************************************/
2818 2884
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2886 /* restore player */
2821 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2889
2824 remove_ob(tmp); 2890 if (tmp)
2825 free_object(tmp); 2891 {
2892 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2894 }
2828 2895
2829 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2898 if (tmp)
2832 remove_ob(tmp); 2899 {
2833 free_object(tmp); 2900 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2902 }
2903
2836 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2837 2905
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2913
2845 /* 2914 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
2847 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2917 * in the map.
2849 */ 2918 */
2850 2919
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2920 if (is_in_shop (op))
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2854 break; 2922
2923 /****************************************/
2924 /* */
2925 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */
2927 /* */
2928 /****************************************/
2929
2930 enter_player_savebed (op);
2931
2932 op->contr->braced = 0;
2933
2934 /* it is possible that the player has blown something up
2935 * at his savebed location, and that can have long lasting
2936 * spell effects. So first see if there is a spell effect
2937 * on the space that might harm the player.
2938 */
2939 will_kill_again = 0;
2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2941 if (tmp->type == SPELL_EFFECT)
2942 will_kill_again |= tmp->attacktype;
2943
2944 if (will_kill_again)
2945 {
2946 object *force;
2947 int at;
2948
2949 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1;
2952 force->speed_left = -5.0;
2953 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100;
2957
2958 insert_ob_in_ob (force, op);
2959 op->update_stats ();
2960
2961 }
2962
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964}
2965
2966void
2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next;
2970
2971 if (op->container)
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973
2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
2976 next = tmp->below;
2977
2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y;
2983 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */
2985 loot_object (tmp);
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 {
2989 if (tmp->nrof > 1)
2990 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 } 2994 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 2995 else
2955 delete_character(op->name,1); 2996 tmp->destroy ();
2956 } 2997 }
2957 } 2998 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 3000 }
3002} 3001}
3003 3002
3004/* 3003/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 3005 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 3006 * was changed.
3008 */ 3007 */
3009 3008
3009void
3010void fix_weight(void) { 3010fix_weight (void)
3011 player *pl; 3011{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3014 if(old == sum) 3016 if (old == sum)
3015 continue; 3017 continue;
3016 fix_player(pl->ob); 3018 pl->ob->update_stats ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3020 }
3020} 3021}
3021 3022
3023void
3022void fix_luck(void) { 3024fix_luck (void)
3023 player *pl; 3025{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3025 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3027} 3029}
3028
3029 3030
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3033 */ 3034 */
3034
3035void 3035void
3036cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3037{ 3037{
3038 object *skop, *spob; 3038 object *skop, *spob;
3039 3039
3040 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3041 3041
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3044 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3046 return;
3048 } 3047 }
3049 3048
3050 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3051 3050
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3051 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3052 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3054 if (!spob)
3056 { 3055 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3056 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3057 return;
3060 } 3058 }
3061 3059
3062 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3062
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3064
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3066}
3071 3067
3068void
3072void make_visible (object *op) { 3069make_visible (object *op)
3070{
3073 op->hide = 0; 3071 op->hide = 0;
3074 op->invisible = 0; 3072 op->invisible = 0;
3075 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3076 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3076 op->contr->invis_race = 0;
3078 } 3077 }
3079 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3080} 3079}
3081 3080
3081int
3082int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3083 object *tmp=NULL; 3084 object *tmp = NULL;
3084 3085
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3086 3088
3087 if(op->type==PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3091 return 0; 3089 return 0;
3092} 3090}
3093 3091
3094/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3094 * indicate greater hideability.
3097 */ 3095 */
3098 3096
3097int
3099int hideability(object *ob) { 3098hideability (object *ob)
3099{
3100 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3101 sint16 x,y; 3101 sint16 x, y;
3102 3102
3103 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3104 3105
3105 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3107 3108
3108 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3110 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3112 3114
3113 /* scan through all nearby squares for terrain to hide in */ 3115 /* scan through all nearby squares for terrain to hide in */
3114 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 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3124 level += 2;
3119 else /* open terrain! */ 3125 else /* open terrain! */
3120 level -= 1; 3126 level -= 1;
3121 } 3127 }
3122 3128
3123#if 0 3129#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3131#endif
3126 return level; 3132 return level;
3127} 3133}
3128 3134
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3139 */
3134 3140
3141void
3135void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3145 object *skop;
3138 3146
3139 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3140 3149
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3151
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op);
3148 return;
3149 } else num += 20;
3150 }
3151 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */
3153 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3155 make_visible(op); 3157 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 return;
3157 "You moved out of hiding! You are visible!");
3158 } 3159 }
3160 else
3161 num += 20;
3162
3163 num += op->map->difficulty;
3164 hide = hideability (op); /* modify by terrain hidden level */
3165 num -= hide;
3166
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3169 make_visible (op);
3170 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 }
3159 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 }
3162} 3175}
3163 3176
3164/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3165 3178
3179int
3166int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3167 object *tmp=NULL; 3182 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3184 maptile *m;
3170 sint16 x,y; 3185 sint16 x, y;
3171 3186
3172 if(!who) return 0; 3187 if (!who)
3188 return 0;
3173 3189
3174 if(who->type==PLAYER) player=1; 3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3195
3177 /* search adjacent squares */ 3196 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3197 for (i = 1; i < 9; i++)
3198 {
3179 x = who->x+freearr_x[i]; 3199 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3200 y = who->y + freearr_y[i];
3181 m = who->map; 3201 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3203 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3204 * blocked, don't need to check this space.
3185 */ 3205 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3209 continue;
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3210
3190 if((player||friendly) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3214 return 1;
3215 else if (tmp->type == PLAYER)
3216 {
3217 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 3219 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3220 }
3199 } 3221 }
3200 } 3222 }
3201 return 0; 3223 return 0;
3202} 3224}
3203 3225
3204/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3228 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3235 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3236 * -b.t.
3215 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3216 */ 3238 */
3217 3239
3240int
3218int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3219 rv_vector rv; 3243 rv_vector rv;
3220 int dx,dy; 3244 int dx, dy;
3221 3245
3222 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3249 return -1;
3225 } 3250 }
3226 if (!pl || !op) return 0;
3227 3251
3228 if(op->head) { op = op->head; } 3252 if (!pl || !op)
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 return 0; 3253 return 0;
3254
3255 op = op->head_ ();
3256
3257 get_rangevector (pl, op, &rv, 0x1);
3258
3259 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any
3261 * part that is in the los array but isnt on
3262 * a blocked los square.
3263 * we use the archetype to figure out offsets.
3264 */
3265 while (op)
3266 {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1;
3278 op = op->more;
3279 }
3280 return 0;
3252} 3281}
3253 3282
3254/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3287 * return 0.
3259 */ 3288 */
3289int
3260int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3261 3292
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3296 return 0;
3265 3297
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3267 3300
3268 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3305 return 1;
3272 } 3306 }
3273 } 3307 }
3274 return 0; 3308 return 0;
3275} 3309}
3276 3310
3277/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3314 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3315 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3316 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3317 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3318 */
3319int
3285int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3286 object *tmp; 3322 object *tmp;
3287 3323
3288 /* A battleground-tile needs the following attributes to be valid: 3324 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3301 object *invtmp; 3340 object *invtmp;
3341
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3305 if (x != NULL && y != NULL) 3346 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3348 return 1;
3349 }
3308 } 3350 }
3309 } 3351 }
3310 }
3311 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3354 return 1;
3355 }
3314 } 3356 }
3315 }
3316 } 3357 }
3317 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3318 return 0; 3359 return 0;
3319} 3360}
3320 3361
3321/* 3362/*
3325 * attributes: 3366 * attributes:
3326 * object *who the dragon player 3367 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3328 * int level ability level 3369 * int level ability level
3329 */ 3370 */
3371void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3379 int i = 0, j = 0;
3337 3380
3338 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3347 3390
3348 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3392 return;
3393
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3395
3396 if (!tr || !tr->item)
3397 {
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return;
3400 }
3401
3402 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone);
3404
3405 if (item->type == SPELL)
3406 {
3407 if (check_spell_known (who, item->name))
3349 return; 3408 return;
3350 3409
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3410 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3411 do_learn_spell (who, item, 0);
3353 3412 return;
3354 if (tr == NULL || tr->item == NULL) { 3413 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3414
3415 /* grant direct spell */
3416 if (item->type == SPELLBOOK)
3417 {
3418 if (!item->inv)
3419 {
3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3421 return;
3422 }
3423 if (check_spell_known (who, item->inv->name))
3356 return; 3424 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3425 if (item->invisible)
3426 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3427 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3428 do_learn_spell (who, item->inv, 0);
3383 return; 3429 return;
3384 } 3430 }
3385 } 3431 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3434 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3435 {
3388 3436
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3438 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3439 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3393 */ 3441 */
3394 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3395 /* Give new attacktype */ 3444 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3397 3446
3398 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3400 3449
3401 if (item->msg != NULL) 3450 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3452
3404 /* Give player new face */ 3453 /* Give player new face */
3405 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3406 who->face = skop->face; 3456 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3459 who->last_anim = 0;
3410 who->state = 0; 3460 who->state = 0;
3411 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3412 } 3462 }
3413 } 3463 }
3414 } 3464 }
3415 } 3465 }
3416 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3417 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3469 object *skin;
3470
3419 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3421 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3422 if (skin == NULL) return; 3474 ;
3423 3475
3476 if (!skin)
3477 return;
3478
3424 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3483
3428 /* print message */ 3484 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3487 {
3431 if(item->path_attuned & (1<<i)) { 3488 if (item->path_attuned & (1 << i))
3489 {
3432 if (j) 3490 if (j)
3433 strcat(buf," and "); 3491 strcat (buf, " and ");
3434 else 3492 else
3435 j = 1; 3493 j = 1;
3436 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3437 } 3495 }
3438 } 3496 }
3439 strcat(buf,"."); 3497 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3499 }
3442 3500
3443 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3508
3451 /* print message if there is one */ 3509 /* print message if there is one */
3452 if (item->msg != NULL) 3510 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 }
3513 else
3454 } 3514 {
3455 else {
3456 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3518 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3462 } 3521 }
3463} 3522}
3464 3523
3465/** 3524/**
3466 * Unready an object for a player. This function does nothing if the object was 3525 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3526 * not readied.
3468 */ 3527 */
3528void
3469void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3530{
3471
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3473 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3474 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3475 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3476 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3477 }
3478 } 3537 }
3479 }
3480} 3538}

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