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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 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 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( 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 } 956 }
957
1053 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1055 fix_player(op); 960 op->update_stats ();
1056 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1058 op->stats.grace=0; 963 op->stats.grace = 0;
964
1059 if (op->msg) 965 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1061 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");
1062 return 0; 969 return 0;
1063} 970}
1064 971
1065int key_confirm_quit(object *op, char key) 972void
1066{
1067 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) {
1099 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf)))
1101 delete_map(mp);
1102 }
1103
1104 delete_character(op->name, 1);
1105 }
1106 play_again(op);
1107 return 1;
1108}
1109
1110void flee_player(object *op) { 973flee_player (object *op)
974{
1111 int dir,diff; 975 int dir, diff;
1112 rv_vector rv; 976 rv_vector rv;
1113 977
1114 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1116 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)))
1117 return; 1018 return;
1118 } 1019 }
1119 1020
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1023 op->enemy = NULL;
1154} 1024}
1155 1025
1156 1026
1157/* 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.
1158 * 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
1159 * stop. 1029 * stop.
1160 */ 1030 */
1031int
1161int check_pick(object *op) { 1032check_pick (object *op)
1033{
1162 object *tmp, *next; 1034 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1035 int stop = 0;
1165 int j, k, wvratio; 1036 int j, k, wvratio;
1166 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1167 1038
1168
1169 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1171 return 1; 1041 return 1;
1172 1042
1173 op_tag = op->count;
1174
1175 next = op->below; 1043 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1044
1179 /* 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
1180 * destroyed */ 1046 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1182 { 1048 {
1183 tmp = next; 1049 tmp = next;
1184 next = tmp->below; 1050 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1051
1188 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1189 return 0; 1053 return 0;
1190 1054
1191 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1192 continue; 1056 continue;
1193 1057
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1059 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1061 pick_up (op, tmp);
1198 continue; 1062 continue;
1199 } 1063 }
1200 1064
1201 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1203 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1069 {
1070 case 0:
1204 case 0: return 1; /* don't pick up */ 1071 return 1; /* don't pick up */
1072 case 1:
1205 case 1: pick_up (op, tmp); 1073 pick_up (op, tmp);
1206 return 1; 1074 return 1;
1075 case 2:
1207 case 2: pick_up (op, tmp); 1076 pick_up (op, tmp);
1208 return 0; 1077 return 0;
1078 case 3:
1209 case 3: return 0; /* stop before pickup */ 1079 return 0; /* stop before pickup */
1080 case 4:
1210 case 4: pick_up (op, tmp); 1081 pick_up (op, tmp);
1211 break; 1082 break;
1083 case 5:
1212 case 5: pick_up (op, tmp); 1084 pick_up (op, tmp);
1213 stop = 1; 1085 stop = 1;
1214 break; 1086 break;
1215 case 6: 1087 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1089 pick_up (op, tmp);
1219 break; 1090 break;
1220 1091
1221 case 7: 1092 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1094 pick_up (op, tmp);
1224 break; 1095 break;
1225 1096
1226 default: 1097 default:
1227 /* use value density */ 1098 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1101 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1102 }
1260 } 1103 }
1261 } 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
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1263 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);
1264#if 0 1356#if 0
1265 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1267 { 1359 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1361 }
1270 { 1362 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1272 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1366#endif
1277 } 1367 continue;
1278 /* philosophy: 1368 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1369 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1370 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1371 }
1438 } /* the new pickup model */ 1372
1439 }
1440 return ! stop; 1373 return !stop;
1441} 1374}
1442 1375
1443/* 1376/*
1444 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1379 * found object is returned.
1447 */ 1380 */
1381object *
1448object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1449{ 1383{
1450 object *tmp = NULL; 1384 object *tmp = NULL;
1451 1385
1452 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1388 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1457 return op; 1390 return op;
1458 return tmp; 1391 return tmp;
1459} 1392}
1460 1393
1461/* 1394/*
1462 * 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
1463 * 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
1464 * 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
1465 * 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.
1466 */ 1399 */
1467 1400
1401object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1403{
1470 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1472 1406
1473 if (!type) 1407 if (!type)
1474 return NULL; 1408 return NULL;
1475 1409
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 {
1479 i = 0; 1414 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1416 if (i > betterby)
1417 {
1482 tmp = ntmp; 1418 tmp = ntmp;
1483 betterby = i; 1419 betterby = i;
1484 } 1420 }
1421 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1486 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1426 {
1489 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1428 {
1490 *better = 100; 1429 *better = 100;
1491 return arrow; 1430 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1431 }
1496 } else { 1432 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1433 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1434 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1436 }
1513 } 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 }
1514 } 1460 }
1461 }
1515 } 1462 }
1516 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1464 return find_arrow (op, type);
1518 1465
1519 *better = betterby; 1466 *better = betterby;
1520 return tmp; 1467 return tmp;
1521} 1468}
1522 1469
1523/* 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
1524 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1472 * op = the shooter
1526 * type = bow->race 1473 * type = bow->race
1527 * dir = fire direction 1474 * dir = fire direction
1528 */ 1475 */
1529 1476
1477object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1531{ 1479{
1532 object *tmp = NULL; 1480 object *tmp = NULL;
1533 mapstruct *m; 1481 maptile *m;
1534 int i, mflags, found, number; 1482 int i, mflags, found, number;
1535 sint16 x, y; 1483 sint16 x, y;
1536 1484
1537 if (op->map == NULL) 1485 if (op->map == NULL)
1538 return find_arrow(op, type); 1486 return find_arrow (op, type);
1539 1487
1540 /* do a dex check */ 1488 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 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)))
1543 return find_arrow(op, type); 1491 return find_arrow (op, type);
1544 1492
1545 m = op->map; 1493 m = op->map;
1546 x = op->x; 1494 x = op->x;
1547 y = op->y; 1495 y = op->y;
1548 1496
1549 /* find the first target */ 1497 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1551 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1555 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)
1556 break; 1525 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1526 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1527 }
1574 if (tmp == NULL) 1528 if (tmp == NULL)
1575 return find_arrow(op, type); 1529 return find_arrow (op, type);
1576 1530
1577 if (tmp->head) 1531 if (tmp->head)
1578 tmp = tmp->head; 1532 tmp = tmp->head;
1579 1533
1580 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1581} 1535}
1582 1536
1583/* 1537/*
1584 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1542 * dir is the direction of fire.
1589 * 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)
1590 * 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
1591 * player fire modes. 1545 * player fire modes.
1592 */ 1546 */
1547int
1593int 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)
1594 sint16 sx, sint16 sy)
1595{ 1549{
1596 object *left, *bow; 1550 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1551 int bowspeed, mflags;
1599 mapstruct *m; 1552 maptile *m;
1600 1553
1601 if (!dir) { 1554 if (!dir)
1555 {
1602 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!");
1603 return 0; 1557 return 0;
1604 } 1558 }
1559
1605 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1607 else { 1562 else
1563 {
1608 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1609 /* 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
1610 * 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.
1611 */ 1567 */
1612 if(bow->type==BOW) 1568 if (bow->type == BOW)
1613 break; 1569 break;
1614 1570
1615 if (!bow) { 1571 if (!bow)
1572 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1574 return 0;
1618 } 1575 }
1619 } 1576 }
1577
1620 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1621 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);
1622 return 0; 1581 return 0;
1623 } 1582 }
1624 1583
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1585
1627 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1630 if (bowspeed < 1) 1590 if (bowspeed < 1)
1631 bowspeed = 1; 1591 bowspeed = 1;
1632 1592
1633 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1635 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* 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 */
1639 else 1600 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1641 return 0; 1602 return 0;
1642 } 1603 }
1643 } 1604 }
1605
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1608 return 0;
1647 } 1609
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1649 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.");
1650 return 0; 1613 return 0;
1651 } 1614 }
1652 1615
1653 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1618 {
1656 free_object(arrow); 1619 arrow->destroy ();
1657 return 0; 1620 return 0;
1658 } 1621 }
1659 1622
1660 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1664 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);
1665 bow->race);
1666 return 0; 1628 return 0;
1667 } 1629 }
1668 set_owner(arrow, op); 1630
1669 if (arrow->skill) free_string(arrow->skill); 1631 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1632 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1633 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1634
1676 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1638 op->update_stats ();
1679 } 1639 }
1680 1640
1681 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1687 1647
1688 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1689 * 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.
1690 */ 1650 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 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
1696 /* update the speed */ 1654 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 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;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1657
1702 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1706 1660
1707 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1710 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;
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712 1666
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1668 }
1669 else
1670 {
1715 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;
1716 arrow->stats.wc + wc_mod;
1717
1718 arrow->level = op->level; 1672 arrow->level = op->level;
1719 } 1673 }
1674
1720 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1722 if (bow->slaying != NULL) 1678 if (bow->slaying)
1723 arrow->slaying = add_string(bow->slaying); 1679 arrow->slaying = bow->slaying;
1724 1680
1725 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1683
1729 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);
1730 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1686
1733 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1688 move_arrow (arrow);
1735 1689
1736 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1739 else 1694 else
1740 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1741 } 1696 }
1697
1742 return 1; 1698 return 1;
1743} 1699}
1744 1700
1745/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1702 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1706 * hence the function name.
1751 */ 1707 */
1708int
1752int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1753{ 1710{
1754 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1755 1712
1756 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1714 {
1758 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);
1759 dir, 0, op->x, op->y); 1716 }
1760 } 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 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1720 wcmod = -1;
1721
1763 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);
1764 op->x, op->y); 1723 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1766 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);
1767 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)]);
1768 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 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1770 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);
1771 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);
1772 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);
1773 1735
1774 } else { 1736 }
1737 else
1738 {
1775 /* Simple case */ 1739 /* Simple case */
1776 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);
1777 } 1741 }
1778 return ret; 1742 return ret;
1779} 1743}
1780 1744
1781 1745
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1784 */ 1748 */
1749void
1785void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1786{ 1751{
1787 object *item; 1752 object *item;
1788 1753
1789 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1790 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.");
1791 return; 1757 return;
1792 } 1758 }
1793 1759
1794 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1761 if (!item->inv)
1762 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1764 return;
1798 } 1765 }
1799 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1800 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 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));
1803 return; 1772 return;
1804 } 1773 }
1774 }
1805 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1806 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 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 1780 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "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));
1811 else 1782 else
1812 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));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 1784 return;
1815 } 1785 }
1816 } 1786 }
1817 1787
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1819 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 */
1820 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1821 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1794 {
1822 object *tmp; 1795 object *tmp;
1796
1823 if (item->arch) { 1797 if (item->arch)
1798 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1826 item->speed = 0; 1801 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1802 }
1803
1829 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1806 }
1832 } 1807 }
1833 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1809 drain_rod_charge (item);
1835 }
1836 } 1810 }
1837} 1811}
1838 1812
1839/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1840 */ 1814 */
1815void
1841void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1842 int spellcost=0; 1818 int spellcost = 0;
1843 1819
1844 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1846 1823
1847 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1848 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.");
1849 return; 1856 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 1857 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873 1858
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1885 default: 1864 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 1866 return;
1888 } 1867 }
1889} 1868}
1890 1869
1891 1870
1892 1871
1899 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1902 */ 1881 */
1903 1882
1883object *
1904object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1905{ 1885{
1906 object *tmp,*key; 1886 object *tmp, *key;
1907 1887
1908 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1910 1891
1911 /* 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 */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1914 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1916 */ 1899 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1901 break;
1919 } 1902 }
1920 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1921 /* 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.
1922 * 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
1923 * a key, return 1906 * a key, return
1924 */ 1907 */
1925 if (!tmp) { 1908 if (!tmp)
1909 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1927 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1930 } 1917 }
1931 } 1918 }
1919 if (!tmp)
1932 if (!tmp) return NULL; 1920 return NULL;
1933 } 1921 }
1934 /* 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,
1935 * see if we actually want to use it 1923 * see if we actually want to use it
1936 */ 1924 */
1937 if (pl!=container) { 1925 if (pl != container)
1926 {
1938 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1940 /* cases where this fails: 1930 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1932 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1944 * containers can be used. 1934 * containers can be used.
1945 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1949 * 1939 *
1950 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1951 * all the others. 1941 * all the others.
1952 */ 1942 */
1953 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1946 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "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));
1960 query_name(tmp), query_name(container));
1961 return NULL; 1949 return NULL;
1962 } 1950 }
1963 } 1951 }
1964 return tmp; 1952 return tmp;
1965} 1953}
1966 1954
1967/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1970 * 0 otherwise 1958 * 0 otherwise
1971 */ 1959 */
1960static int
1972static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1973{ 1962{
1974
1975 /* 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,
1976 * 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 -
1977 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1978 */ 1966 */
1979 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1980 1968
1981 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1982 if (key) { 1970 if (key)
1971 {
1983 object *container=key->env; 1972 object *container = key->env;
1984 1973
1985 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);
1986 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1987 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);
1988 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1989 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 */
1990 } 1982 }
1991 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1993 "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));
1994 remove_door2(door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1987 }
1996 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1999 if (container != op) 1991 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
2002 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
2003 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 1999 return 1;
2006 } 2000 }
2007 return 0; 2001 return 0;
2008} 2002}
2009 2003
2010/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2015 */ 2009 */
2016 2010void
2017void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2018{ 2012{
2019 object *tmp, *mon; 2013 object *tmp, *mon;
2020 sint16 nx, ny; 2014 sint16 nx, ny;
2021 int on_battleground; 2015 int on_battleground;
2022 mapstruct *m; 2016 maptile *m;
2023 2017
2024 nx=freearr_x[dir]+op->x; 2018 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2019 ny = freearr_y[dir] + op->y;
2026 2020
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2028 2022
2029 /* 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
2030 * 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
2031 * 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
2032 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2033 * 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
2034 * 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
2035 * 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
2036 * move_ob uses. 2030 * move_ob uses.
2037 */ 2031 */
2038 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 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 } 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2043 else m =op->map; 2041 m = op->map;
2044 2042
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2043 if (!(tmp = m->at (nx, ny).bot))
2046 /* 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)
2047 return; 2106 return;
2048 }
2049 2107
2050 mon = NULL; 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2051 /* Go through all the objects, and find ones of interest. Only stop if 2109 (void) push_ob (mon, dir, op);
2052 * we find a monster - that is something we know we want to attack. 2110 if (op->contr->tmp_invis || op->hide)
2053 * if its a door or barrel (can roll) see if there may be monsters 2111 make_visible (op);
2054 * 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.
2055 */ 2120 */
2056 while (tmp!=NULL) { 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2123#ifdef PROHIBIT_PLAYERKILL
2059 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);
2060 } 2137 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2138 else
2062 mon = tmp; 2139 new_draw_info (0, 0, op, "You withhold your attack");
2063 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 */
2064 } 2175 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2176
2073 if(mon->head != NULL) 2177 skill_attack (mon, op, 0, 0, 0);
2074 mon = mon->head;
2075 2178
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2179 /* If attacking another player, that player gets automatic
2077 if (player_attack_door(op, mon)) return; 2180 * hitback, and doesn't loose luck either.
2078 2181 * Disable hitback on the battleground or if the target is
2079 /* The following deals with possibly attacking peaceful 2182 * the wiz.
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2183 */
2086 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==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) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2185 {
2127 if (!op->contr->braced) { 2186 short luck = mon->stats.luck;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2187
2129 (void) push_ob(mon,dir,op); 2188 mon->contr->has_hit = 1;
2130 } else { 2189 skill_attack (op, mon, 0, 0, 0);
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2190 mon->stats.luck = luck;
2132 } 2191 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2192
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op); 2193 if (action_makes_visible (op))
2142 } 2194 make_visible (op);
2143
2144 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2195 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2196 } /* if player should attack something */
2183} 2197}
2184 2198
2199int
2185int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2186 int pick; 2202 int pick;
2187 2203
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 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;
2229} 2247}
2230 2248
2231/* 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
2232 * new client/server stuff. 2250 * new client/server stuff.
2233 * 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
2234 * the new speed values for commands. 2252 * the new speed values for commands.
2235 * 2253 *
2236 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2237 */ 2255 */
2256int
2238int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2239{ 2258{
2240 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2241 op->invisible = 1000; 2261 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2245 */ 2265 */
2246 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--; 2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2250 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2251 make_visible(op); 2274 make_visible (op);
2252 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.");
2253 } 2276 }
2254 } 2277 }
2255 2278
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2257 flee_player(op); 2281 flee_player (op);
2258 /* 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 */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2260 op->speed_left--; 2285 op->speed_left--;
2261 return 0; 2286 return 0;
2262 } 2287 }
2263 } 2288 }
2264 2289
2265 /* 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
2266 * 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
2267 * 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
2268 * 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.
2269 */ 2294 */
2270 if (op->contr->ranges[range_golem] && 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2297
2277 /* 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
2278 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2300 * called, so we recheck it here.
2280 */ 2301 */
2281 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2303 return 1;
2283 2304
2305 if (op->speed_left > 0)
2306 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2285 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2310 op->speed_left--;
2287 2311
2288 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2289 * 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
2290 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2291 */ 2315 */
2292 move_player(op, op->direction); 2316 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2317
2294 else return 0; 2318 return op->speed_left > 0;
2319 }
2295 } 2320 }
2321
2322 return 0;
2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2329 return 0;
2297}
2298 2330
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2307 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);
2308 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));
2309 "Your %s vibrates violently, then evaporates.", 2336
2310 query_name(tmp));
2311 if (op->contr) 2337 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2339
2314 free_object(tmp); 2340 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2316 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2318 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2319 op->stats.food = 999; 2347 op->stats.food = 999;
2320 fix_player(op); 2348
2349 op->update_stats ();
2321 return 1; 2350 return 1;
2322 } 2351 }
2352
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2356 return 0;
2327} 2357}
2328 2358
2329/* 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
2330 * 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
2331 * 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
2332 * from. 2362 * from.
2333 */ 2363 */
2364void
2334void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2335{ 2366{
2336 object *next; 2367 object *next;
2337 2368
2338 while (op) { 2369 while (op)
2370 {
2339 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' */
2340 * we remove object 'op' 2372
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2374 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2377
2378 op->insert_at (env);
2349 } 2379 }
2380 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2351 op=next; 2383 op = next;
2352 } 2384 }
2353} 2385}
2354
2355 2386
2356/* 2387/*
2357 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2362 */ 2393 */
2394char *
2363char *gravestone_text (object *op) 2395gravestone_text (object *op)
2364{ 2396{
2365 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2399 time_t now = time (NULL);
2368 2400
2369 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2404 else
2373 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2408 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2377 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);
2378 else 2411 else
2379 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
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2415 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2420 strcat (buf2, buf);
2386 } 2421 }
2422
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2390 return buf2; 2427 return buf2;
2391} 2428}
2392 2429
2393 2430void
2394
2395void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2396 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2399 int i; 2436 int i;
2400 int rate_hp = 1200; 2437 int rate_hp = 1200;
2401 int rate_sp = 2500; 2438 int rate_sp = 2500;
2402 int rate_grace = 2000; 2439 int rate_grace = 2000;
2403 const int max_hp = 1; 2440 const int max_hp = 1;
2404 const int max_sp = 1; 2441 const int max_sp = 1;
2405 const int max_grace = 1; 2442 const int max_grace = 1;
2406 2443
2407 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL &&
2410 (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)
2411 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2449 }
2413 2450
2414 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2415 2452 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2457 else
2458 {
2421 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2461 }
2462
2424 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2465 else
2466 {
2427 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2469 }
2470
2430 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2473 else
2474 {
2433 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2477 }
2436 2478
2437 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2439 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);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2484 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2485 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2486 /* dms do not consume food */
2460 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;
2461 } 2494 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 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 }
2485 } 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 {
2486 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);
2487 } 2545 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2489 } 2547 }
2490 2548
2491 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2493 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2494 op->stats.hp++; 2554 op->stats.hp++;
2495 /* dms do not consume food */ 2555 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2557 {
2558 op->stats.food--;
2498 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 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 }
2503 } 2583 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2584
2519 /* Digestion */ 2585 /* Digestion */
2520 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2521#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2522 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;
2523 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2591#else
2526 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;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2593#endif
2529 2594
2530 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2531 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);
2532 else 2597 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2534 /* dms do not consume food */ 2600 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2602 op->stats.food--;
2537 } 2603 }
2538 2604
2539 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 {
2540 object *tmp, *flesh=NULL; 2607 object *tmp, *flesh = 0;
2541 2608
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2545 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.");
2546 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2618 break;
2549 } 2619 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2551 } /* End if paid for object */ 2622 } /* End if paid for object */
2552 } /* end of for loop */ 2623 } /* end of for loop */
2624
2553 /* 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
2554 * eat flesh instead. 2626 * eat flesh instead.
2555 */ 2627 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2557 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.");
2558 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2559 } 2632 }
2560 } /* end if player is starving */ 2633 }
2561 2634
2562 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2564 2637
2565 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))
2566 kill_player(op); 2639 kill_player (op);
2640 }
2567} 2641}
2568
2569
2570 2642
2571/* 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.
2572 * 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
2573 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2646 * file.
2575 */ 2647 */
2648void
2576void kill_player(object *op) 2649kill_player (object *op)
2577{ 2650{
2578 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2579 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2581 int z; 2657 /* int z;
2582 int num_stats_lose; 2658 int num_stats_lose;
2583 int lost_a_stat; 2659 int lost_a_stat;
2584 int lose_this_stat; 2660 int lose_this_stat;
2585 int this_stat; 2661 int this_stat; */
2586 int will_kill_again; 2662 int will_kill_again;
2587 archetype *at; 2663 archetype *at;
2588 object *tmp; 2664 object *tmp;
2589 2665
2590 if(save_life(op)) 2666 if (save_life (op))
2591 return; 2667 return;
2592 2668
2593 2669
2594 /* 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
2595 * 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.
2596 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2673 */
2598 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2600 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 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...");
2602 "Local medics have saved your life..."); 2678
2603
2604 /* restore player */ 2679 /* restore player */
2605 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2682 {
2608 remove_ob(tmp); 2683 tmp->destroy ();
2609 free_object(tmp);
2610 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))
2611 } 2689 {
2612 2690 tmp->destroy ();
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2692 }
2620 2693
2621 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2624 2697 op->stats.food = 999;
2698
2625 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2701 {
2629 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2703 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2632 " 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",
2633 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2707 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2711 }
2712
2642 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2715 op->contr->braced = 0;
2645 return; 2716 return;
2646 } 2717 }
2647 2718
2648 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2649 2720
2650 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2651 2722
2652 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2724 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2661 } 2727 }
2662 else { 2728 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2670 } 2730
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2732
2673 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2675 2737
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * 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.
2680 * 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.
2681 */ 2741 */
2682 2742
2683 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2745 * of death.
2686 */ 2746 */
2687#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2689 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2690 /* 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
2691 more if they do. */ 2752 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2755 little bit harder. */
2695 /* GD */ 2756 /* GD */
2696 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2758 num_stats_lose = 1;
2702 } 2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2703 lost_a_stat = 0; 2765 lost_a_stat = 0;
2704 2766
2705 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2706 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2707 2770
2708 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2709 /* 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
2710 * what he lost. 2774 * what he lost.
2711 */ 2775 */
2712 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2781 lost_a_stat = 1;
2718 } else { 2782 }
2783 else
2784 {
2719 /* deplete a stat */ 2785 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2722 2791 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2727 } 2794 }
2728 lose_this_stat = 1; 2795 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2796 if (settings.balanced_stat_loss)
2797 {
2730 /* GD */ 2798 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2799 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2801 if (this_stat < 0)
2802 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2804 int keep_chance = this_stat * this_stat;
2805
2736 /* Yes, I am paranoid. Sue me. */ 2806 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2807 if (keep_chance < 1)
2738 keep_chance = 1; 2808 keep_chance = 1;
2739 2809
2740 /* There is a maximum depletion total per level. */ 2810 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2742 lose_this_stat = 0; 2813 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2815 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2816 }
2754 } 2817 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2818 {
2764 if (this_stat>=-50) { 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 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"); */
2770 } 2824 }
2771 } 2825 }
2772 } 2826 }
2773 } 2827
2774 /* If no stat lost, tell the player. */
2775 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)
2776 { 2838 {
2777 /* determine_god() seems to not work sometimes... why is this? 2839 change_attr_value (&(dep->stats), i, -1);
2778 Should I be using something else? GD */ 2840 SET_FLAG (dep, FLAG_APPLIED);
2779 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2782 "moment you feel the holy presence of %s protecting" 2842 op->update_stats ();
2783 " you.", god); 2843 lost_a_stat = 1;
2784 else 2844 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 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.");
2788#endif 2862#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2863
2792 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2865 * exp loss on the stone.
2794 */ 2866 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2800 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);
2801 "who was killed\n" 2873 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2876
2809 /**************************************/ 2877 /**************************************/
2810 /* */ 2878 /* */
2811 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2814 /* */ 2882 /* */
2815 /**************************************/ 2883 /**************************************/
2816 2884
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2886 /* restore player */
2819 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2889
2822 remove_ob(tmp); 2890 if (tmp)
2823 free_object(tmp); 2891 {
2892 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2894 }
2826 2895
2827 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2898 if (tmp)
2830 remove_ob(tmp); 2899 {
2831 free_object(tmp); 2900 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2902 }
2903
2834 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2835 2905
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2913
2843 /* 2914 /*
2844 * 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
2845 * 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
2846 * in the map. 2917 * in the map.
2847 */ 2918 */
2848 2919
2849 if (is_in_shop (op)) 2920 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2851 2922
2852 /****************************************/ 2923 /****************************************/
2853 /* */ 2924 /* */
2854 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2856 /* */ 2927 /* */
2857 /****************************************/ 2928 /****************************************/
2858 2929
2859 enter_player_savebed(op); 2930 enter_player_savebed (op);
2860 2931
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2932 op->contr->braced = 0;
2865 save_player(op,1);
2866 2933
2867 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2937 * on the space that might harm the player.
2871 */ 2938 */
2872 will_kill_again=0; 2939 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2876 } 2943
2877 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2878 object *force; 2946 object *force;
2879 int at; 2947 int at;
2880 2948
2881 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2951 force->speed = 0.1;
2884 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2885 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 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);
2889 } 2994 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2995 else
2948 delete_character(op->name,1); 2996 tmp->destroy ();
2949 } 2997 }
2950 } 2998 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 3000 }
2995} 3001}
2996 3002
2997/* 3003/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
2999 * 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
3000 * was changed. 3006 * was changed.
3001 */ 3007 */
3002 3008
3009void
3003void fix_weight(void) { 3010fix_weight (void)
3004 player *pl; 3011{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3007 if(old == sum) 3016 if (old == sum)
3008 continue; 3017 continue;
3009 fix_player(pl->ob); 3018 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 3020 }
3013} 3021}
3014 3022
3023void
3015void fix_luck(void) { 3024fix_luck (void)
3016 player *pl; 3025{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3018 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3020} 3029}
3021
3022 3030
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3026 */ 3034 */
3027
3028void 3035void
3029cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3030{ 3037{
3031 object *skop, *spob; 3038 object *skop, *spob;
3032 3039
3033 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3034 3041
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3044 {
3038 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);
3039 op->name);
3040 return; 3046 return;
3041 } 3047 }
3042 3048
3043 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3044 3050
3045 // 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
3046 // 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
3047 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3054 if (!spob)
3049 { 3055 {
3050 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);
3051 throw_ob->name, op->name);
3052 return; 3057 return;
3053 } 3058 }
3054 3059
3055 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3056 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);
3057 3062
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3064
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3066}
3064 3067
3068void
3065void make_visible (object *op) { 3069make_visible (object *op)
3070{
3066 op->hide = 0; 3071 op->hide = 0;
3067 op->invisible = 0; 3072 op->invisible = 0;
3068 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3069 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3076 op->contr->invis_race = 0;
3071 } 3077 }
3072 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3073} 3079}
3074 3080
3081int
3075int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3076 object *tmp=NULL; 3084 object *tmp = NULL;
3077 3085
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3079 3088
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3089 return 0;
3085} 3090}
3086 3091
3087/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3094 * indicate greater hideability.
3090 */ 3095 */
3091 3096
3097int
3092int hideability(object *ob) { 3098hideability (object *ob)
3099{
3093 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3094 sint16 x,y; 3101 sint16 x, y;
3095 3102
3096 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3097 3105
3098 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3100 3108
3101 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3102 * 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
3103 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3105 3114
3106 /* scan through all nearby squares for terrain to hide in */ 3115 /* scan through all nearby squares for terrain to hide in */
3107 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 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3124 level += 2;
3112 else /* open terrain! */ 3125 else /* open terrain! */
3113 level -= 1; 3126 level -= 1;
3114 } 3127 }
3115 3128
3116#if 0 3129#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3131#endif
3119 return level; 3132 return level;
3120} 3133}
3121 3134
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3139 */
3127 3140
3141void
3128void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3145 object *skop;
3131 3146
3132 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3133 3149
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3151
3136 /* 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! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3139 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!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 3157 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 return;
3150 "You moved out of hiding! You are visible!");
3151 } 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 }
3152 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3153 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);
3154 }
3155} 3175}
3156 3176
3157/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3158 3178
3179int
3159int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3160 object *tmp=NULL; 3182 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3184 maptile *m;
3163 sint16 x,y; 3185 sint16 x, y;
3164 3186
3165 if(!who) return 0; 3187 if (!who)
3188 return 0;
3166 3189
3167 if(who->type==PLAYER) player=1; 3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3195
3170 /* search adjacent squares */ 3196 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3197 for (i = 1; i < 9; i++)
3198 {
3172 x = who->x+freearr_x[i]; 3199 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3200 y = who->y + freearr_y[i];
3174 m = who->map; 3201 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3203 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3204 * blocked, don't need to check this space.
3178 */ 3205 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3180 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)))
3181 3209 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3210
3183 if((player||friendly) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3184 &&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)
3185 return 1; 3219 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3220 }
3192 } 3221 }
3193 } 3222 }
3194 return 0; 3223 return 0;
3195} 3224}
3196 3225
3197/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3199 * 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
3206 * 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.
3207 * -b.t. 3236 * -b.t.
3208 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3209 */ 3238 */
3210 3239
3240int
3211int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3212 rv_vector rv; 3243 rv_vector rv;
3213 int dx,dy; 3244 int dx, dy;
3214 3245
3215 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3249 return -1;
3218 } 3250 }
3219 if (!pl || !op) return 0;
3220 3251
3221 if(op->head) { op = op->head; } 3252 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 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;
3245} 3281}
3246 3282
3247/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3287 * return 0.
3252 */ 3288 */
3289int
3253int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3254 3292
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3296 return 0;
3258 3297
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3260 3300
3261 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3263 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");
3264 return 1; 3305 return 1;
3265 } 3306 }
3266 } 3307 }
3267 return 0; 3308 return 0;
3268} 3309}
3269 3310
3270/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3314 * -exit-coord. (and if x, y not NULL)
3274 * 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
3275 * 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
3276 * 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
3277 */ 3318 */
3319int
3278int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3279 object *tmp; 3322 object *tmp;
3280 3323
3281 /* A battleground-tile needs the following attributes to be valid: 3324 /* A battleground-tile needs the following attributes to be valid:
3282 * 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),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3293 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 {
3294 object *invtmp; 3340 object *invtmp;
3341
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3298 if (x != NULL && y != NULL) 3346 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3348 return 1;
3349 }
3301 } 3350 }
3302 } 3351 }
3303 }
3304 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3354 return 1;
3355 }
3307 } 3356 }
3308 }
3309 } 3357 }
3310 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3311 return 0; 3359 return 0;
3312} 3360}
3313 3361
3314/* 3362/*
3318 * attributes: 3366 * attributes:
3319 * object *who the dragon player 3367 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3321 * int level ability level 3369 * int level ability level
3322 */ 3370 */
3371void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3379 int i = 0, j = 0;
3330 3380
3331 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3340 3390
3341 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))
3342 return; 3408 return;
3343 3409
3344 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);
3345 tr = tr->next, i++); 3411 do_learn_spell (who, item, 0);
3346 3412 return;
3347 if (tr == NULL || tr->item == NULL) { 3413 }
3348 /* 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))
3349 return; 3424 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3425 if (item->invisible)
3426 {
3374 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);
3375 do_learn_spell (who, item->inv, 0); 3428 do_learn_spell (who, item->inv, 0);
3376 return; 3429 return;
3377 } 3430 }
3378 } 3431 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3380 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 {
3381 3436
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * 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
3384 * 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,
3385 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3386 */ 3441 */
3387 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3388 /* Give new attacktype */ 3444 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3390 3446
3391 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3393 3449
3394 if (item->msg != NULL) 3450 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3452
3397 /* Give player new face */ 3453 /* Give player new face */
3398 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3399 who->face = skop->face; 3456 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3459 who->last_anim = 0;
3403 who->state = 0; 3460 who->state = 0;
3404 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3405 } 3462 }
3406 } 3463 }
3407 } 3464 }
3408 } 3465 }
3409 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3410 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3469 object *skin;
3470
3412 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3414 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3415 if (skin == NULL) return; 3474 ;
3416 3475
3476 if (!skin)
3477 return;
3478
3417 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3483
3421 /* print message */ 3484 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3487 {
3424 if(item->path_attuned & (1<<i)) { 3488 if (item->path_attuned & (1 << i))
3489 {
3425 if (j) 3490 if (j)
3426 strcat(buf," and "); 3491 strcat (buf, " and ");
3427 else 3492 else
3428 j = 1; 3493 j = 1;
3429 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3430 } 3495 }
3431 } 3496 }
3432 strcat(buf,"."); 3497 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3499 }
3435 3500
3436 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3508
3444 /* print message if there is one */ 3509 /* print message if there is one */
3445 if (item->msg != NULL) 3510 if (item->msg != NULL)
3446 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
3447 } 3514 {
3448 else {
3449 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3451 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));
3452 tmp = insert_ob_in_ob (tmp, who); 3518 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3455 } 3521 }
3456} 3522}
3457 3523
3458/** 3524/**
3459 * 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
3460 * not readied. 3526 * not readied.
3461 */ 3527 */
3528void
3462void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3530{
3464
3465 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))
3466 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3467 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3468 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3469 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3470 }
3471 } 3537 }
3472 }
3473} 3538}

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