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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 205
208 if (!p) 206 players.erase (this);
209 { 207}
210 p = new player;
211 208
212 /* This adds the player in the linked list. There is extra 209// connect the player with a specific client
213 * complexity here because we want to add the new player at the 210// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 211void
215 * that needs to be done except for things like output of 212player::connect (client *ns)
216 * 'who'. 213{
217 */ 214 this->ns = ns;
218 player *tmp = first_player; 215 ns->pl = this;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 216
226 p->next = NULL; 217 run_on = 0;
227 } 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
228 220
229 /* Clears basically the entire player structure except 221 ns->update_look = 0;
230 * 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.
231 */ 248 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
233 p->attachable_clear (); 250 SET_FLAG (ob, FLAG_USE_SHIELD);
234 251
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{
235 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 329 * we deal with that below this point.
237 */ 330 */
238 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 334
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
249 336
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 337 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none; 338 shoottype = range_none;
266 p->bowtype = bow_normal; 339 bowtype = bow_normal;
267 p->petmode = pet_normal; 340 petmode = pet_normal;
268 p->listening = 10; 341 listening = 10;
269 p->usekeys = containers; 342 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 344 do_los = 1;
273 p->explore = 0; 345}
274 p->no_shout = 0; /* default can shout */
275 346
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 347void
277 p->title[sizeof (p->title) - 1] = '\0'; 348player::do_destroy ()
278 op->race = op->arch->clone.race; 349{
350 disconnect ();
279 351
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 352 attachable::do_destroy ();
281 353
282 /* we need to clear these to -1 and not zero - otherwise, 354 if (ob)
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 355 {
292 for (i = 0; i < NROFATTACKS; i++) 356 ob->destroy_inv (false);
357 ob->destroy ();
293 { 358 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 359}
303 360
304/* This loads the first map an puts the player on it. */ 361player::~player ()
305static void set_first_map(object *op)
306{ 362{
307 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
308 op->x = -1; 364 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 365}
312 366
313/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
314 * 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
315 * mode. 369 * mode.
316 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
317 375
318int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 377 set_first_map (pl->ob);
333 378
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 379 return pl;
341} 380}
342 381
343/* 382/*
344 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
347 */ 386 */
387archetype *
348archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
349{ 389{
350 archetype *start = at; 390 archetype *start = at;
391
351 for (;;) { 392 for (;;)
393 {
352 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
353 at=first_archetype; 395 at = first_archetype;
354 else 396 else
355 at=at->next; 397 at = at->next;
398
356 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
357 return at; 400 return at;
401
358 if (at == start) { 402 if (at == start)
403 {
359 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 405 exit (-1);
361 } 406 }
362 } 407 }
363} 408}
364 409
365 410object *
366object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
367 object *op = NULL; 413 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 414 objectlink *ol;
370 unsigned lastdist; 415 unsigned lastdist;
371 rv_vector rv; 416 rv_vector rv;
372 417
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
378 */ 424 */
379 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 {
380 object *tmp=ol->ob; 427 object *tmp = ol->ob;
381 428
382 /* 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
383 * itself will have been cleared. 430 * itself will have been cleared.
384 */ 431 */
385 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 ());
386 ol = ol->next; 434 ol = ol->next;
387 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
436 if (!ol)
388 if (!ol) return op; 437 return op;
389 } 438 }
390 439
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
394 * 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
395 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
397 */ 446 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 448 continue;
400 449
401 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
451 {
402 op=ol->ob; 452 op = ol->ob;
403 lastdist=rv.distance; 453 lastdist = rv.distance;
404 } 454 }
405 } 455 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 456
457 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 458 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 460 {
414 } 461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
415#if 0 465#if 0
416 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)");
417#endif 467#endif
418 return op; 468 return op;
419} 469}
420 470
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 489 * is probably not a good thing.
440 */ 490 */
441#define MAX_SPACES 50 491#define MAX_SPACES 50
442
443 492
444/* 493/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 512 * is blocking itself.
464 */ 513 */
514int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
466 rv_vector rv; 517 rv_vector rv;
467 sint16 x,y; 518 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
470 521
471 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
472 523
473 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
525 return 0;
474 526
475 x=mon->x; 527 x = mon->x;
476 y=mon->y; 528 y = mon->y;
477 m=mon->map; 529 m = mon->map;
478 dir = rv.direction; 530 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 534 if (diff > max)
535 return 0;
483 while (diff >1 && max>0) { 536 while (diff > 1 && max > 0)
537 {
484 lastx = x; 538 lastx = x;
485 lasty = y; 539 lasty = y;
486 lastmap = m; 540 lastmap = m;
487 x = lastx + freearr_x[dir]; 541 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 542 y = lasty + freearr_y[dir];
489 543
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 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);
492 546
493 /* Space is blocked - try changing direction a little */ 547 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
496 /* recalculate direction from last good location. Possible 551 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 552 * we were not traversing ideal location before.
498 */ 553 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 555 if (rv.direction != dir)
556 {
501 /* OK - says direction should be different - lets reset the 557 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 558 * the values so it will try again.
503 */ 559 */
504 x = lastx; 560 x = lastx;
505 y = lasty; 561 y = lasty;
506 m = lastmap; 562 m = lastmap;
507 dir = firstdir = rv.direction; 563 dir = firstdir = rv.direction;
564 }
508 } else { 565 else
566 {
509 /* direct path is blocked - try taking a side step to 567 /* direct path is blocked - try taking a side step to
510 * either the left or right. 568 * either the left or right.
511 * Note increase the values in the loop below to be 569 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 570 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 571 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 573 * stepping back and forth
516 */ 574 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 578 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 579 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 580 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 581 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 582 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 583 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 584 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 586 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 587 * the last direction the creature has successfully
528 * moved. 588 * moved.
529 */ 589 */
530 590
531 x = lastx + freearr_x[absdir(lastdir+i)]; 591 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 592 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 593 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 594 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 595 if (mflags & P_OUT_OF_MAP)
596 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 600 if (mflags & P_BLOCKSVIEW)
601 continue;
539 602
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
541 } 605 }
542 /* go through entire loop without finding a valid 606 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 607 * sidestep to take - thus, no valid path.
544 */ 608 */
545 if (i==(DETOUR_AMOUNT+1)) 609 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 610 return 0;
547 diff--; 611 diff--;
548 lastdir=dir; 612 lastdir = dir;
549 max--; 613 max--;
550 if (!firstdir) firstdir = dir+i; 614 if (!firstdir)
615 firstdir = dir + i;
551 } /* else check alternate directions */ 616 } /* else check alternate directions */
552 } /* if blocked */ 617 } /* if blocked */
553 else { 618 else
619 {
554 /* we moved towards creature, so diff is less */ 620 /* we moved towards creature, so diff is less */
555 diff--; 621 diff--;
556 max--; 622 max--;
557 lastdir=dir; 623 lastdir = dir;
624 if (!firstdir)
558 if (!firstdir) firstdir = dir; 625 firstdir = dir;
626 }
627 if (diff <= 1)
559 } 628 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 630 * headed toward player for entire distance.
563 */ 631 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 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);
566 } 634 }
567 if (diff>max) return 0; 635 if (diff > max)
636 return 0;
568 } 637 }
569 /* 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 */
570 if (!max) return 0; 639 if (!max)
640 return 0;
571 641
572 return firstdir; 642 return firstdir;
573} 643}
574 644
645void
575void give_initial_items(object *pl,treasurelist *items) { 646give_initial_items (object *pl, treasurelist * items)
647{
576 object *op,*next=NULL; 648 object *op, *next = NULL;
577 649
578 if(pl->randomitems!=NULL) 650 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 652
581 for (op=pl->inv; op; op=next) { 653 for (op = pl->inv; op; op = next)
654 {
582 next = op->below; 655 next = op->below;
583 656
584 /* Forces get applied per default, unless they have the 657 /* Forces get applied per default, unless they have the
585 * 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
586 */ 659 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 661 SET_FLAG (op, FLAG_APPLIED);
589 662
590 /* we never give weapons/armour if these cannot be used 663 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 664 * by this player due to race restrictions
592 */ 665 */
593 if (pl->type == PLAYER) { 666 if (pl->type == PLAYER)
667 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 673 {
604 } 674 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 675 continue;
624 } 676 }
625 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)
626 } 686 {
687 object *tmp;
627 688
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
628 if (op->type == SPELLBOOK && op->inv) { 704 if (op->type == SPELLBOOK && op->inv)
705 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 707 }
631 708
632 /* Give starting characters identified, uncursed, and undamned 709 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 711 * merged properly.
635 */ 712 */
636 if (need_identify(op)) { 713 if (need_identify (op))
714 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 715 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
640 } 720 {
641 if(op->type==SPELL) { 721 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 722 continue;
723 }
724 else if (op->type == SKILL)
645 } 725 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 727 op->stats.exp = 0;
649 op->level = 1; 728 op->level = 1;
650 } 729 }
651 /* lock all 'normal items by default */ 730 /* lock all 'normal items by default */
731 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 732 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 733 } /* for loop of objects in player inv */
654 734
655 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
656 link_player_skills(pl); 736 link_player_skills (pl);
657} 737}
658 738
659void get_name(object *op) { 739void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
732 if (party == NULL) { 742 if (party == NULL)
743 {
733 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);
734 return; 745 return;
735 } 746 }
747
736 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
739 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:");
740} 752}
741
742 753
743/* 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
744int roll_stat(void) { 756roll_stat (void)
757{
745 int a[4],i,j,k; 758 int a[4], i, j, k;
746 759
747 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
749 762
750 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 764 if (a[i] < k)
752 k=a[i],j=i; 765 k = a[i], j = i;
753 766
754 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 768 if (i != j)
756 k+=a[i]; 769 k += a[i];
757 } 770
758 return k; 771 return k;
759} 772}
760 773
761void roll_stats(object *op) { 774void
762 int sum=0; 775object::roll_stats ()
763 int i = 0, j = 0; 776{
764 int statsort[7]; 777 int statsort [7];
765 778
779 for (;;)
766 do { 780 {
767 op->stats.Str=roll_stat(); 781 int sum = 0;
768 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
769 op->stats.Int=roll_stat(); 783 sum += statsort [i] = roll_stat ();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
779 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 791
788 /* a quick and dirty bubblesort? */
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
807 799
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 800 stats.exp = 0;
819 op->stats.ac=0; 801 stats.ac = 0;
820 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
821 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
824 812
825 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
826 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
830} 852}
831 853
832void Roll_Again(object *op) 854static void
855start_info (object *op)
833{ 856{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
842 858
843 if ( op->contr->Swap_First == -1 ) { 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 863}
951 864
952/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
956 * not the class. 869 * not the class.
957 */ 870 */
958 871int
959int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
960{ 873{
961 int tmp_loop; 874 int tmp_loop;
962 875
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
969 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
970 879
971 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
975 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
977 889
978 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
979 891
980 if (op->msg) 892 if (op->msg)
981 op->msg=NULL; 893 op->msg = NULL;
982 894
983 /* 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
984 * to save here. 896 * to save here.
985 */ 897 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 899 make_path_to_file (buf);
988 900
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 901 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 904 link_player_skills (op);
996 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
997 fix_player(op); 906 op->update_stats ();
998 907
999 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1000 * is one for this race 909 * is one for this race
1001 */ 910 */
1002 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1003 object *tmp; 913 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1007 first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 917 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1014 * default initial map */ 923 * default initial map */
1015 free_object(tmp); 924 tmp->destroy ();
925 }
1016 } else { 926 else
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 928
1019 return 0; 929 return 0;
1020 } 930 }
1021 931
1022 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1024 */ 934 */
1025 935
1026 tmp_loop = 0; 936 tmp_loop = 0;
1027 while(!tmp_loop) { 937 while (!tmp_loop)
938 {
1028 shstr name = op->name; 939 shstr name = op->name;
1029 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
941
1030 remove_statbonus(op); 942 op->remove_statbonus ();
1031 remove_ob (op); 943 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1034 op->instantiate (); 946 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 948 op->name = op->name_pl = name;
1037 op->x = x; 949 op->x = x;
1038 op->y = y; 950 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 954 op->add_statbonus ();
1044 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1045 } 956 }
957
1046 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 960 op->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 963 op->stats.grace = 0;
964
1052 if (op->msg) 965 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1054 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");
1055 return 0; 969 return 0;
1056} 970}
1057 971
1058int key_confirm_quit(object *op, char key) 972void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 973flee_player (object *op)
974{
1104 int dir,diff; 975 int dir, diff;
1105 rv_vector rv; 976 rv_vector rv;
1106 977
1107 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1018 return;
1111 } 1019 }
1112 1020
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1023 op->enemy = NULL;
1147} 1024}
1148 1025
1149 1026
1150/* 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.
1151 * 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
1152 * stop. 1029 * stop.
1153 */ 1030 */
1031int
1154int check_pick(object *op) { 1032check_pick (object *op)
1033{
1155 object *tmp, *next; 1034 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1035 int stop = 0;
1158 int j, k, wvratio; 1036 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1160 1038
1161
1162 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1164 return 1; 1041 return 1;
1165 1042
1166 op_tag = op->count;
1167
1168 next = op->below; 1043 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1044
1172 /* 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
1173 * destroyed */ 1046 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1175 { 1048 {
1176 tmp = next; 1049 tmp = next;
1177 next = tmp->below; 1050 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1051
1181 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1182 return 0; 1053 return 0;
1183 1054
1184 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1185 continue; 1056 continue;
1186 1057
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1059 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1061 pick_up (op, tmp);
1191 continue; 1062 continue;
1192 } 1063 }
1193 1064
1194 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1196 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1069 {
1070 case 0:
1197 case 0: return 1; /* don't pick up */ 1071 return 1; /* don't pick up */
1072 case 1:
1198 case 1: pick_up (op, tmp); 1073 pick_up (op, tmp);
1199 return 1; 1074 return 1;
1075 case 2:
1200 case 2: pick_up (op, tmp); 1076 pick_up (op, tmp);
1201 return 0; 1077 return 0;
1078 case 3:
1202 case 3: return 0; /* stop before pickup */ 1079 return 0; /* stop before pickup */
1080 case 4:
1203 case 4: pick_up (op, tmp); 1081 pick_up (op, tmp);
1204 break; 1082 break;
1083 case 5:
1205 case 5: pick_up (op, tmp); 1084 pick_up (op, tmp);
1206 stop = 1; 1085 stop = 1;
1207 break; 1086 break;
1208 case 6: 1087 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1089 pick_up (op, tmp);
1212 break; 1090 break;
1213 1091
1214 case 7: 1092 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1094 pick_up (op, tmp);
1217 break; 1095 break;
1218 1096
1219 default: 1097 default:
1220 /* use value density */ 1098 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1101 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1102 }
1253 } 1103 }
1254 } 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
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1256 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);
1257#if 0 1356#if 0
1258 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1260 { 1359 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1361 }
1263 { 1362 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1366#endif
1270 } 1367 continue;
1271 /* philosophy: 1368 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1369 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1370 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1371 }
1431 } /* the new pickup model */ 1372
1432 }
1433 return ! stop; 1373 return !stop;
1434} 1374}
1435 1375
1436/* 1376/*
1437 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1379 * found object is returned.
1440 */ 1380 */
1381object *
1441object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1442{ 1383{
1443 object *tmp = NULL; 1384 object *tmp = NULL;
1444 1385
1445 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1388 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1450 return op; 1390 return op;
1451 return tmp; 1391 return tmp;
1452} 1392}
1453 1393
1454/* 1394/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1399 */
1460 1400
1401object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1403{
1463 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1465 1406
1466 if (!type) 1407 if (!type)
1467 return NULL; 1408 return NULL;
1468 1409
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 {
1472 i = 0; 1414 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1416 if (i > betterby)
1417 {
1475 tmp = ntmp; 1418 tmp = ntmp;
1476 betterby = i; 1419 betterby = i;
1477 } 1420 }
1421 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1479 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1426 {
1482 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1428 {
1483 *better = 100; 1429 *better = 100;
1484 return arrow; 1430 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1431 }
1489 } else { 1432 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1433 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1434 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1436 }
1506 } 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 }
1507 } 1460 }
1461 }
1508 } 1462 }
1509 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1464 return find_arrow (op, type);
1511 1465
1512 *better = betterby; 1466 *better = betterby;
1513 return tmp; 1467 return tmp;
1514} 1468}
1515 1469
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1472 * op = the shooter
1519 * type = bow->race 1473 * type = bow->race
1520 * dir = fire direction 1474 * dir = fire direction
1521 */ 1475 */
1522 1476
1477object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1524{ 1479{
1525 object *tmp = NULL; 1480 object *tmp = NULL;
1526 mapstruct *m; 1481 maptile *m;
1527 int i, mflags, found, number; 1482 int i, mflags, found, number;
1528 sint16 x, y; 1483 sint16 x, y;
1529 1484
1530 if (op->map == NULL) 1485 if (op->map == NULL)
1531 return find_arrow(op, type); 1486 return find_arrow (op, type);
1532 1487
1533 /* do a dex check */ 1488 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1491 return find_arrow (op, type);
1537 1492
1538 m = op->map; 1493 m = op->map;
1539 x = op->x; 1494 x = op->x;
1540 y = op->y; 1495 y = op->y;
1541 1496
1542 /* find the first target */ 1497 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1544 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1548 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)
1549 break; 1525 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1526 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1527 }
1567 if (tmp == NULL) 1528 if (tmp == NULL)
1568 return find_arrow(op, type); 1529 return find_arrow (op, type);
1569 1530
1570 if (tmp->head) 1531 if (tmp->head)
1571 tmp = tmp->head; 1532 tmp = tmp->head;
1572 1533
1573 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1574} 1535}
1575 1536
1576/* 1537/*
1577 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1542 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1545 * player fire modes.
1585 */ 1546 */
1547int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1549{
1589 object *left, *bow; 1550 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1551 int bowspeed, mflags;
1592 mapstruct *m; 1552 maptile *m;
1593 1553
1594 if (!dir) { 1554 if (!dir)
1555 {
1595 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!");
1596 return 0; 1557 return 0;
1597 } 1558 }
1559
1598 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1600 else { 1562 else
1563 {
1601 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1567 */
1605 if(bow->type==BOW) 1568 if (bow->type == BOW)
1606 break; 1569 break;
1607 1570
1608 if (!bow) { 1571 if (!bow)
1572 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1574 return 0;
1611 } 1575 }
1612 } 1576 }
1577
1613 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1614 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);
1615 return 0; 1581 return 0;
1616 } 1582 }
1617 1583
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1585
1620 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1623 if (bowspeed < 1) 1590 if (bowspeed < 1)
1624 bowspeed = 1; 1591 bowspeed = 1;
1625 1592
1626 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1628 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1600 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1602 return 0;
1635 } 1603 }
1636 } 1604 }
1605
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1608 return 0;
1640 } 1609
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1642 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.");
1643 return 0; 1613 return 0;
1644 } 1614 }
1645 1615
1646 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1618 {
1649 free_object(arrow); 1619 arrow->destroy ();
1650 return 0; 1620 return 0;
1651 } 1621 }
1652 1622
1653 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1628 return 0;
1659 } 1629 }
1660 set_owner(arrow, op); 1630
1631 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1633 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1634
1667 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1638 op->update_stats ();
1670 } 1639 }
1671 1640
1672 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1678 1647
1679 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1650 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1654 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1657
1693 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1697 1660
1698 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1666
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1668 }
1669 else
1670 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1672 arrow->level = op->level;
1710 } 1673 }
1674
1711 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1713 if (bow->slaying != NULL) 1678 if (bow->slaying)
1714 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1715 1680
1716 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1683
1720 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);
1721 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1686
1724 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1688 move_arrow (arrow);
1726 1689
1727 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1730 else 1694 else
1731 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1732 } 1696 }
1697
1733 return 1; 1698 return 1;
1734} 1699}
1735 1700
1736/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1702 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1706 * hence the function name.
1742 */ 1707 */
1708int
1743int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1744{ 1710{
1745 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1746 1712
1747 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1714 {
1749 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);
1750 dir, 0, op->x, op->y); 1716 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1720 wcmod = -1;
1721
1754 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);
1755 op->x, op->y); 1723 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1761 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);
1762 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);
1763 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);
1764 1735
1765 } else { 1736 }
1737 else
1738 {
1766 /* Simple case */ 1739 /* Simple case */
1767 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);
1768 } 1741 }
1769 return ret; 1742 return ret;
1770} 1743}
1771 1744
1772 1745
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1775 */ 1748 */
1749void
1776void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1777{ 1751{
1778 object *item; 1752 object *item;
1779 1753
1780 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1781 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.");
1782 return; 1757 return;
1783 } 1758 }
1784 1759
1785 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1761 if (!item->inv)
1762 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1764 return;
1789 } 1765 }
1790 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1791 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 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));
1794 return; 1772 return;
1795 } 1773 }
1774 }
1796 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 1780 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 1782 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 1784 return;
1806 } 1785 }
1807 } 1786 }
1808 1787
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1810 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 */
1811 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1812 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1794 {
1813 object *tmp; 1795 object *tmp;
1796
1814 if (item->arch) { 1797 if (item->arch)
1798 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1817 item->speed = 0; 1801 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1802 }
1803
1820 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1806 }
1823 } 1807 }
1824 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1809 drain_rod_charge (item);
1826 }
1827 } 1810 }
1828} 1811}
1829 1812
1830/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1831 */ 1814 */
1815void
1832void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1833 int spellcost=0; 1818 int spellcost = 0;
1834 1819
1835 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1837 1823
1838 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1839 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.");
1840 return; 1856 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 1857 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864 1858
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1876 default: 1864 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 1866 return;
1879 } 1867 }
1880} 1868}
1881 1869
1882 1870
1883 1871
1890 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1893 */ 1881 */
1894 1882
1883object *
1895object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1896{ 1885{
1897 object *tmp,*key; 1886 object *tmp, *key;
1898 1887
1899 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1901 1891
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1905 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1907 */ 1899 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1901 break;
1910 } 1902 }
1911 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1906 * a key, return
1915 */ 1907 */
1916 if (!tmp) { 1908 if (!tmp)
1909 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1918 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1921 } 1917 }
1922 } 1918 }
1919 if (!tmp)
1923 if (!tmp) return NULL; 1920 return NULL;
1924 } 1921 }
1925 /* 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,
1926 * see if we actually want to use it 1923 * see if we actually want to use it
1927 */ 1924 */
1928 if (pl!=container) { 1925 if (pl != container)
1926 {
1929 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1931 /* cases where this fails: 1930 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1932 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1935 * containers can be used. 1934 * containers can be used.
1936 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1940 * 1939 *
1941 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1942 * all the others. 1941 * all the others.
1943 */ 1942 */
1944 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1946 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1949 return NULL;
1953 } 1950 }
1954 } 1951 }
1955 return tmp; 1952 return tmp;
1956} 1953}
1957 1954
1958/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1961 * 0 otherwise 1958 * 0 otherwise
1962 */ 1959 */
1960static int
1963static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1964{ 1962{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1969 */ 1966 */
1970 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1971 1968
1972 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1973 if (key) { 1970 if (key)
1971 {
1974 object *container=key->env; 1972 object *container = key->env;
1975 1973
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1980 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 */
1981 } 1982 }
1982 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1987 }
1987 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1990 if (container != op) 1991 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
1993 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
1994 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 1999 return 1;
1997 } 2000 }
1998 return 0; 2001 return 0;
1999} 2002}
2000 2003
2001/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2006 */ 2009 */
2007 2010void
2008void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2009{ 2012{
2010 object *tmp, *mon; 2013 object *tmp, *mon;
2011 sint16 nx, ny; 2014 sint16 nx, ny;
2012 int on_battleground; 2015 int on_battleground;
2013 mapstruct *m; 2016 maptile *m;
2014 2017
2015 nx=freearr_x[dir]+op->x; 2018 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2019 ny = freearr_y[dir] + op->y;
2017 2020
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2019 2022
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 2030 * move_ob uses.
2028 */ 2031 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 } 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2034 else m =op->map; 2041 m = op->map;
2035 2042
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2043 if (!(tmp = m->at (nx, ny).bot))
2037 /* 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)
2038 return; 2106 return;
2039 }
2040 2107
2041 mon = NULL; 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2042 /* Go through all the objects, and find ones of interest. Only stop if 2109 (void) push_ob (mon, dir, op);
2043 * we find a monster - that is something we know we want to attack. 2110 if (op->contr->tmp_invis || op->hide)
2044 * if its a door or barrel (can roll) see if there may be monsters 2111 make_visible (op);
2045 * 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.
2046 */ 2120 */
2047 while (tmp!=NULL) { 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2123#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2137 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2138 else
2053 mon = tmp; 2139 new_draw_info (0, 0, op, "You withhold your attack");
2054 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 */
2055 } 2175 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2176
2064 if(mon->head != NULL) 2177 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2178
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2179 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2180 * hitback, and doesn't loose luck either.
2069 2181 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2182 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2183 */
2077 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2185 {
2118 if (!op->contr->braced) { 2186 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2187
2120 (void) push_ob(mon,dir,op); 2188 mon->contr->has_hit = 1;
2121 } else { 2189 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2190 mon->stats.luck = luck;
2123 } 2191 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2192
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2193 if (action_makes_visible (op))
2133 } 2194 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2195 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2196 } /* if player should attack something */
2174} 2197}
2175 2198
2199int
2176int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2177 int pick; 2202 int pick;
2178 2203
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2247}
2221 2248
2222/* 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
2223 * new client/server stuff. 2250 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2252 * the new speed values for commands.
2226 * 2253 *
2227 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2228 */ 2255 */
2256int
2229int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2230{ 2258{
2231 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2232 op->invisible = 1000; 2261 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2236 */ 2265 */
2237 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2241 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2242 make_visible(op); 2274 make_visible (op);
2243 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.");
2244 } 2276 }
2245 } 2277 }
2246 2278
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2248 flee_player(op); 2281 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2251 op->speed_left--; 2285 op->speed_left--;
2252 return 0; 2286 return 0;
2253 } 2287 }
2254 } 2288 }
2255 2289
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2294 */
2261 if (op->contr->ranges[range_golem] && 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2297
2268 /* 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
2269 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2300 * called, so we recheck it here.
2271 */ 2301 */
2272 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2303 return 1;
2274 2304
2305 if (op->speed_left > 0)
2306 {
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2276 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--; 2310 op->speed_left--;
2278 2311
2279 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2280 * 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
2281 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2282 */ 2315 */
2283 move_player(op, op->direction); 2316 move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2317
2285 else return 0; 2318 return op->speed_left > 0;
2319 }
2286 } 2320 }
2321
2322 return 0;
2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2329 return 0;
2288}
2289 2330
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2298 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);
2299 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));
2300 "Your %s vibrates violently, then evaporates.", 2336
2301 query_name(tmp));
2302 if (op->contr) 2337 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2339
2305 free_object(tmp); 2340 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2307 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2309 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2310 op->stats.food = 999; 2347 op->stats.food = 999;
2311 fix_player(op); 2348
2349 op->update_stats ();
2312 return 1; 2350 return 1;
2313 } 2351 }
2352
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2356 return 0;
2318} 2357}
2319 2358
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2362 * from.
2324 */ 2363 */
2364void
2325void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2326{ 2366{
2327 object *next; 2367 object *next;
2328 2368
2329 while (op) { 2369 while (op)
2370 {
2330 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' */
2331 * we remove object 'op' 2372
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2374 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2377
2378 op->insert_at (env);
2340 } 2379 }
2380 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2342 op=next; 2383 op = next;
2343 } 2384 }
2344} 2385}
2345
2346 2386
2347/* 2387/*
2348 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2353 */ 2393 */
2394char *
2354char *gravestone_text (object *op) 2395gravestone_text (object *op)
2355{ 2396{
2356 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2399 time_t now = time (NULL);
2359 2400
2360 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2404 else
2364 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2408 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2368 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);
2369 else 2411 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2415 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2420 strcat (buf2, buf);
2377 } 2421 }
2422
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2381 return buf2; 2427 return buf2;
2382} 2428}
2383 2429
2384 2430void
2385
2386void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2387 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2390 int i; 2436 int i;
2391 int rate_hp = 1200; 2437 int rate_hp = 1200;
2392 int rate_sp = 2500; 2438 int rate_sp = 2500;
2393 int rate_grace = 2000; 2439 int rate_grace = 2000;
2394 const int max_hp = 1; 2440 const int max_hp = 1;
2395 const int max_sp = 1; 2441 const int max_sp = 1;
2396 const int max_grace = 1; 2442 const int max_grace = 1;
2397 2443
2398 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL &&
2401 (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)
2402 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2449 }
2404 2450
2405 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2406 2452 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2457 else
2458 {
2412 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2461 }
2462
2415 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2465 else
2466 {
2418 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2469 }
2470
2421 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2473 else
2474 {
2424 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2477 }
2427 2478
2428 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2484 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2485 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2486 /* dms do not consume food */
2451 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;
2452 } 2494 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2545 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2480 } 2547 }
2481 2548
2482 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2484 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2485 op->stats.hp++; 2554 op->stats.hp++;
2486 /* dms do not consume food */ 2555 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2557 {
2558 op->stats.food--;
2489 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 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 }
2494 } 2583 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2584
2510 /* Digestion */ 2585 /* Digestion */
2511 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2512#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2591#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2593#endif
2520 2594
2521 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2597 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2525 /* dms do not consume food */ 2600 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2602 op->stats.food--;
2528 } 2603 }
2529 2604
2530 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 {
2531 object *tmp, *flesh=NULL; 2607 object *tmp, *flesh = 0;
2532 2608
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2536 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.");
2537 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2618 break;
2540 } 2619 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2542 } /* End if paid for object */ 2622 } /* End if paid for object */
2543 } /* end of for loop */ 2623 } /* end of for loop */
2624
2544 /* 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
2545 * eat flesh instead. 2626 * eat flesh instead.
2546 */ 2627 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2548 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.");
2549 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2550 } 2632 }
2551 } /* end if player is starving */ 2633 }
2552 2634
2553 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2555 2637
2556 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))
2557 kill_player(op); 2639 kill_player (op);
2640 }
2558} 2641}
2559
2560
2561 2642
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2646 * file.
2566 */ 2647 */
2648void
2567void kill_player(object *op) 2649kill_player (object *op)
2568{ 2650{
2569 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2570 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2572 int z; 2657 /* int z;
2573 int num_stats_lose; 2658 int num_stats_lose;
2574 int lost_a_stat; 2659 int lost_a_stat;
2575 int lose_this_stat; 2660 int lose_this_stat;
2576 int this_stat; 2661 int this_stat; */
2577 int will_kill_again; 2662 int will_kill_again;
2578 archetype *at; 2663 archetype *at;
2579 object *tmp; 2664 object *tmp;
2580 2665
2581 if(save_life(op)) 2666 if (save_life (op))
2582 return; 2667 return;
2583 2668
2584 2669
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2673 */
2589 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2591 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2678
2594
2595 /* restore player */ 2679 /* restore player */
2596 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2682 {
2599 remove_ob(tmp); 2683 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2689 {
2603 2690 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2692 }
2611 2693
2612 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2615 2697 op->stats.food = 999;
2698
2616 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2701 {
2620 sprintf(buf,"%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2703 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2707 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2711 }
2712
2633 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2715 op->contr->braced = 0;
2636 return; 2716 return;
2637 } 2717 }
2638 2718
2639 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2640 2720
2641 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2642 2722
2643 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2724 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2652 } 2727 }
2653 else { 2728 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2661 } 2730
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2732
2664 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2666 2737
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2741 */
2673 2742
2674 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2745 * of death.
2677 */ 2746 */
2678#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2680 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2752 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2755 little bit harder. */
2686 /* GD */ 2756 /* GD */
2687 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2758 num_stats_lose = 1;
2693 } 2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2694 lost_a_stat = 0; 2765 lost_a_stat = 0;
2695 2766
2696 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2697 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2698 2770
2699 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2700 /* 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
2701 * what he lost. 2774 * what he lost.
2702 */ 2775 */
2703 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2781 lost_a_stat = 1;
2709 } else { 2782 }
2783 else
2784 {
2710 /* deplete a stat */ 2785 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2713 2791 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2718 } 2794 }
2719 lose_this_stat = 1; 2795 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2796 if (settings.balanced_stat_loss)
2797 {
2721 /* GD */ 2798 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2799 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2801 if (this_stat < 0)
2802 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2804 int keep_chance = this_stat * this_stat;
2805
2727 /* Yes, I am paranoid. Sue me. */ 2806 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2807 if (keep_chance < 1)
2729 keep_chance = 1; 2808 keep_chance = 1;
2730 2809
2731 /* There is a maximum depletion total per level. */ 2810 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2733 lose_this_stat = 0; 2813 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2815 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2816 }
2745 } 2817 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2818 {
2755 if (this_stat>=-50) { 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2824 }
2762 } 2825 }
2763 } 2826 }
2764 } 2827
2765 /* If no stat lost, tell the player. */
2766 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)
2767 { 2838 {
2768 /* determine_god() seems to not work sometimes... why is this? 2839 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2840 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2842 op->update_stats ();
2774 " you.", god); 2843 lost_a_stat = 1;
2775 else 2844 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 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.");
2779#endif 2862#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2863
2783 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2865 * exp loss on the stone.
2785 */ 2866 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2868 sprintf (buf, "%s's gravestone", &op->name);
2869 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2870 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2871 tmp->name_pl = buf;
2790 "who was killed\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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2873 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2876
2798 /**************************************/ 2877 /**************************************/
2799 /* */ 2878 /* */
2800 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2803 /* */ 2882 /* */
2804 /**************************************/ 2883 /**************************************/
2805 2884
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2886 /* restore player */
2808 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2889
2811 remove_ob(tmp); 2890 if (tmp)
2812 free_object(tmp); 2891 {
2892 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2894 }
2815 2895
2816 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2898 if (tmp)
2819 remove_ob(tmp); 2899 {
2820 free_object(tmp); 2900 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2902 }
2903
2823 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2824 2905
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2913
2832 /* 2914 /*
2833 * 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
2834 * 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
2835 * in the map. 2917 * in the map.
2836 */ 2918 */
2837 2919
2838 if (is_in_shop (op)) 2920 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2840 2922
2841 /****************************************/ 2923 /****************************************/
2842 /* */ 2924 /* */
2843 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2845 /* */ 2927 /* */
2846 /****************************************/ 2928 /****************************************/
2847 2929
2848 enter_player_savebed(op); 2930 enter_player_savebed (op);
2849 2931
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2932 op->contr->braced = 0;
2854 save_player(op,1);
2855 2933
2856 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2937 * on the space that might harm the player.
2860 */ 2938 */
2861 will_kill_again=0; 2939 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2865 } 2943
2866 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2867 object *force; 2946 object *force;
2868 int at; 2947 int at;
2869 2948
2870 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2951 force->speed = 0.1;
2873 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2877 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);
2878 } 2994 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2995 else
2937 delete_character(op->name,1); 2996 tmp->destroy ();
2938 } 2997 }
2939 } 2998 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3000 }
2981} 3001}
2982 3002
2983/* 3003/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3006 * was changed.
2987 */ 3007 */
2988 3008
3009void
2989void fix_weight(void) { 3010fix_weight (void)
2990 player *pl; 3011{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
2993 if(old == sum) 3016 if (old == sum)
2994 continue; 3017 continue;
2995 fix_player(pl->ob); 3018 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3020 }
2999} 3021}
3000 3022
3023void
3001void fix_luck(void) { 3024fix_luck (void)
3002 player *pl; 3025{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3006} 3029}
3007
3008 3030
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3012 */ 3034 */
3013
3014void 3035void
3015cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3016{ 3037{
3017 object *skop, *spob; 3038 object *skop, *spob;
3018 3039
3019 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3020 3041
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3044 {
3024 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);
3025 &op->name);
3026 return; 3046 return;
3027 } 3047 }
3028 3048
3029 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3030 3050
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3054 if (!spob)
3035 { 3055 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3057 return;
3039 } 3058 }
3040 3059
3041 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3042 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);
3043 3062
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3064
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3066}
3050 3067
3068void
3051void make_visible (object *op) { 3069make_visible (object *op)
3070{
3052 op->hide = 0; 3071 op->hide = 0;
3053 op->invisible = 0; 3072 op->invisible = 0;
3054 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3055 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3076 op->contr->invis_race = 0;
3057 } 3077 }
3058 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3059} 3079}
3060 3080
3081int
3061int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3062 object *tmp=NULL; 3084 object *tmp = NULL;
3063 3085
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3065 3088
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3089 return 0;
3071} 3090}
3072 3091
3073/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3094 * indicate greater hideability.
3076 */ 3095 */
3077 3096
3097int
3078int hideability(object *ob) { 3098hideability (object *ob)
3099{
3079 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3080 sint16 x,y; 3101 sint16 x, y;
3081 3102
3082 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3083 3105
3084 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3086 3108
3087 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3091 3114
3092 /* scan through all nearby squares for terrain to hide in */ 3115 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3124 level += 2;
3098 else /* open terrain! */ 3125 else /* open terrain! */
3099 level -= 1; 3126 level -= 1;
3100 } 3127 }
3101 3128
3102#if 0 3129#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3131#endif
3105 return level; 3132 return level;
3106} 3133}
3107 3134
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3139 */
3113 3140
3141void
3114void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3145 object *skop;
3117 3146
3118 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3119 3149
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3151
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3157 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3175}
3142 3176
3143/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3144 3178
3179int
3145int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3146 object *tmp=NULL; 3182 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3184 maptile *m;
3149 sint16 x,y; 3185 sint16 x, y;
3150 3186
3151 if(!who) return 0; 3187 if (!who)
3188 return 0;
3152 3189
3153 if(who->type==PLAYER) player=1; 3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3195
3156 /* search adjacent squares */ 3196 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3197 for (i = 1; i < 9; i++)
3198 {
3158 x = who->x+freearr_x[i]; 3199 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3200 y = who->y + freearr_y[i];
3160 m = who->map; 3201 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3203 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3204 * blocked, don't need to check this space.
3164 */ 3205 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3166 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)))
3167 3209 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3210
3169 if((player||friendly) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3170 &&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)
3171 return 1; 3219 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3220 }
3178 } 3221 }
3179 } 3222 }
3180 return 0; 3223 return 0;
3181} 3224}
3182 3225
3183/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3236 * -b.t.
3194 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3195 */ 3238 */
3196 3239
3240int
3197int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3198 rv_vector rv; 3243 rv_vector rv;
3199 int dx,dy; 3244 int dx, dy;
3200 3245
3201 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3249 return -1;
3204 } 3250 }
3205 if (!pl || !op) return 0;
3206 3251
3207 if(op->head) { op = op->head; } 3252 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3281}
3232 3282
3233/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3287 * return 0.
3238 */ 3288 */
3289int
3239int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3240 3292
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3296 return 0;
3244 3297
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3246 3300
3247 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3249 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");
3250 return 1; 3305 return 1;
3251 } 3306 }
3252 } 3307 }
3253 return 0; 3308 return 0;
3254} 3309}
3255 3310
3256/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3314 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3315 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3316 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3317 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3318 */
3319int
3264int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3265 object *tmp; 3322 object *tmp;
3266 3323
3267 /* A battleground-tile needs the following attributes to be valid: 3324 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3340 object *invtmp;
3341
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3284 if (x != NULL && y != NULL) 3346 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3348 return 1;
3349 }
3287 } 3350 }
3288 } 3351 }
3289 }
3290 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3354 return 1;
3355 }
3293 } 3356 }
3294 }
3295 } 3357 }
3296 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3297 return 0; 3359 return 0;
3298} 3360}
3299 3361
3300/* 3362/*
3304 * attributes: 3366 * attributes:
3305 * object *who the dragon player 3367 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3307 * int level ability level 3369 * int level ability level
3308 */ 3370 */
3371void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3379 int i = 0, j = 0;
3316 3380
3317 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3326 3390
3327 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))
3328 return; 3408 return;
3329 3409
3330 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);
3331 tr = tr->next, i++); 3411 do_learn_spell (who, item, 0);
3332 3412 return;
3333 if (tr == NULL || tr->item == NULL) { 3413 }
3334 /* 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))
3335 return; 3424 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3425 if (item->invisible)
3426 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3428 do_learn_spell (who, item->inv, 0);
3361 return; 3429 return;
3362 } 3430 }
3363 } 3431 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3365 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 {
3366 3436
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3438 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3439 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3371 */ 3441 */
3372 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3373 /* Give new attacktype */ 3444 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3375 3446
3376 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3378 3449
3379 if (item->msg != NULL) 3450 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3452
3382 /* Give player new face */ 3453 /* Give player new face */
3383 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3384 who->face = skop->face; 3456 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3459 who->last_anim = 0;
3388 who->state = 0; 3460 who->state = 0;
3389 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3390 } 3462 }
3391 } 3463 }
3392 } 3464 }
3393 } 3465 }
3394 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3395 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3469 object *skin;
3470
3397 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3474 ;
3401 3475
3476 if (!skin)
3477 return;
3478
3402 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3483
3406 /* print message */ 3484 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3487 {
3409 if(item->path_attuned & (1<<i)) { 3488 if (item->path_attuned & (1 << i))
3489 {
3410 if (j) 3490 if (j)
3411 strcat(buf," and "); 3491 strcat (buf, " and ");
3412 else 3492 else
3413 j = 1; 3493 j = 1;
3414 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3415 } 3495 }
3416 } 3496 }
3417 strcat(buf,"."); 3497 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3499 }
3420 3500
3421 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3508
3429 /* print message if there is one */ 3509 /* print message if there is one */
3430 if (item->msg != NULL) 3510 if (item->msg != NULL)
3431 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
3432 } 3514 {
3433 else {
3434 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3518 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3440 } 3521 }
3441} 3522}
3442 3523
3443/** 3524/**
3444 * 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
3445 * not readied. 3526 * not readied.
3446 */ 3527 */
3528void
3447void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3530{
3449
3450 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))
3451 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3452 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3453 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3454 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3455 }
3456 } 3537 }
3457 }
3458} 3538}

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