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Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.8 2006/08/27 17:59:26 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
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;
202 party = 0;
195 203
196/* Redo this to do both get_player_ob and get_player. 204 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 205 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 206
206 if (!p) { 207 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 208}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 209
211 /* This adds the player in the linked list. There is extra 210// connect the player with a specific client
212 * complexity here because we want to add the new player at the 211// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 212void
214 * that needs to be done except for things like output of 213player::connect (client *ns)
215 * 'who'. 214{
216 */ 215 this->ns = ns;
217 player *tmp = first_player; 216 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 217
225 p->next = NULL; 218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
226 } 245 {
246 object *tmp, *abil = 0, *skin = 0;
227 247
228 /* Clears basically the entire player structure except 248 shstr_cmp dragon_ability_force ("dragon_ability_force");
229 * for next and socket. 249 shstr_cmp dragon_skin_force ("dragon_skin_force");
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
234 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 318 * we deal with that below this point.
236 */ 319 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 323
243#ifdef AUTOSAVE 324 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 325
245#endif 326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
246 344 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 345 ob->destroy_inv (false);
346 ob->destroy ();
248 347 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 348}
300 349
301 350player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 351{
305 strcpy(op->contr->maplevel, first_map_path); 352 /* Clear item stack */
306 op->x = -1; 353 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 354}
310 355
311/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
313 * mode. 358 * mode.
314 */ 359 */
360player *
361player::create ()
362{
363 player *pl = new player;
315 364
316int add_player(NewSocket *ns) { 365 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 366
319 p=get_player(NULL); 367 pl->ob->roll_stats ();
320 p->socket = *ns; 368 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 369 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 370
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 371 set_first_map (pl->ob);
331 372
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 373 return pl;
339} 374}
340 375
341/* 376/*
342 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 379 * Note: there MUST be at least one player archetype!
345 */ 380 */
381archetype *
346archetype *get_player_archetype(archetype* at) 382get_player_archetype (archetype *at)
347{ 383{
348 archetype *start = at; 384 archetype *start = at;
385
349 for (;;) { 386 for (;;)
387 {
350 if (at==NULL || at->next==NULL) 388 if (at == NULL || at->next == NULL)
351 at=first_archetype; 389 at = first_archetype;
352 else 390 else
353 at=at->next; 391 at = at->next;
392
354 if(at->clone.type==PLAYER) 393 if (at->clone.type == PLAYER)
355 return at; 394 return at;
395
356 if (at == start) { 396 if (at == start)
397 {
357 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 399 exit (-1);
359 } 400 }
360 } 401 }
361} 402}
362 403
363 404object *
364object *get_nearest_player(object *mon) { 405get_nearest_player (object *mon)
406{
365 object *op = NULL; 407 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 408 objectlink *ol;
368 unsigned lastdist; 409 unsigned lastdist;
369 rv_vector rv; 410 rv_vector rv;
370 411
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 {
372 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
376 */ 418 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
378 object *tmp=ol->ob; 421 object *tmp = ol->ob;
379 422
380 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 424 * itself will have been cleared.
382 */ 425 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
384 ol = ol->next; 428 ol = ol->next;
385 remove_friendly_object(tmp); 429 remove_friendly_object (tmp);
386 if (!ol) return op; 430 if (!ol)
387 } 431 return op;
432 }
388 433
389 /* Remove special check for player from this. First, it looks to cause 434 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 436 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 437 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 438 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 439 * on_same_map check, as can_detect_enemy also does this
395 */ 440 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
408 op=pl->ob; 445 {
446 op = ol->ob;
409 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
410 } 449 }
411 } 450
412 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 519 return 0;
724}
725 520
726void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 527
728 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
731}
732 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist * items)
646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736}
737
738void
733void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
734 if (party == NULL) { 741 if (party == NULL)
742 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 744 return;
737 } 745 }
746
738 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 751}
743
744 752
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
746int roll_stat(void) { 755roll_stat (void)
756{
747 int a[4],i,j,k; 757 int a[4], i, j, k;
748 758
749 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) rndm (6) + 1;
751 761
752 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 763 if (a[i] < k)
754 k=a[i],j=i; 764 k = a[i], j = i;
755 765
756 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 767 if (i != j)
758 k+=a[i]; 768 k += a[i];
759 } 769
760 return k; 770 return k;
761} 771}
762 772
763void roll_stats(object *op) { 773void
764 int sum=0; 774object::roll_stats ()
765 int i = 0, j = 0; 775{
766 int statsort[7]; 776 int statsort [7];
767 777
778 for (;;)
768 do { 779 {
769 op->stats.Str=roll_stat(); 780 int sum = 0;
770 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
781 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 790
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
809 798
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 799 stats.exp = 0;
821 op->stats.ac=0; 800 stats.ac = 0;
822 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
823 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
826 811
827 fix_player(op); 812 contr->orig_stats = stats;
813 }
814}
815
816void
817object::swap_stats (int a, int b)
818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822
823 stats.Str = contr->orig_stats.Str;
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
828 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
831 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
832} 851}
833 852
834void Roll_Again(object *op) 853static void
854start_info (object *op)
835{ 855{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
844 857
845 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 862}
953 863
954/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
958 * not the class. 868 * not the class.
959 */ 869 */
960 870int
961int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
962{ 872{
963 int tmp_loop; 873 int tmp_loop;
964 874
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
971 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
972 878
973 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 892 op->msg = NULL;
985 }
986 893
987 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
988 * to save here. 895 * to save here.
989 */ 896 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 898 make_path_to_file (buf);
992 899
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 900 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 903 link_player_skills (op);
1000 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
1001 fix_player(op); 905 op->update_stats ();
1002 906
1003 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1004 * is one for this race 908 * is one for this race
1005 */ 909 */
1006 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1007 object *tmp; 912 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1011 first_map_ext_path, op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 916 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 917 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1018 * default initial map */ 922 * default initial map */
1019 free_object(tmp); 923 tmp->destroy ();
924 }
1020 } else { 925 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 927
928 return 0;
929 }
930
1026 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1028 */ 933 */
1029 934
1030 tmp_loop = 0; 935 tmp_loop = 0;
1031 while(!tmp_loop) { 936 while (!tmp_loop)
1032 const char *name = add_string (op->name); 937 {
938 shstr name = op->name;
1033 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1034 remove_statbonus(op); 940
1035 remove_ob (op); 941 op->remove_statbonus ();
942 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1038 op->instantiate (); 945 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 947 op->name = op->name_pl = name;
1041 op->name = name; 948 op->x = x;
1042 free_string(op->name_pl); 949 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 953 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 955 }
956
1055 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 959 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 962 op->stats.grace = 0;
963
1061 if (op->msg) 964 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 968 return 0;
1065} 969}
1066 970
1067int key_confirm_quit(object *op, char key) 971void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 972flee_player (object *op)
973{
1113 int dir,diff; 974 int dir, diff;
1114 rv_vector rv; 975 rv_vector rv;
1115 976
1116 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 981 return;
1120 } 982 }
1121 983
1122 if(op->enemy==NULL) { 984 if (op->enemy == NULL)
985 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 986 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 988 return;
1126 } 989 }
1127 990
1128 /* Seen some crashes here. Since we don't store an 991 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 992 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 993 * actual enemy, and the object is recycled.
1131 */ 994 */
1132 if (op->enemy->map == NULL) { 995 if (op->enemy->map == NULL)
996 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 998 op->enemy = NULL;
1135 return; 999 return;
1136 } 1000 }
1137 1001
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1139 op->enemy=NULL; 1004 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1006 return;
1142 } 1007 }
1008
1143 get_rangevector(op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1144 1010
1145 dir=absdir(4+rv.direction); 1011 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1012 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1013 {
1014 int m = 1 - (RANDOM () & 2);
1015
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return;
1018 }
1019
1153 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1022 op->enemy = NULL;
1156} 1023}
1157 1024
1158 1025
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1028 * stop.
1162 */ 1029 */
1030int
1163int check_pick(object *op) { 1031check_pick (object *op)
1032{
1164 object *tmp, *next; 1033 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1034 int stop = 0;
1167 int j, k, wvratio; 1035 int wvratio;
1168 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1169
1170 1037
1171 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1173 return 1; 1040 return 1;
1174 1041
1175 op_tag = op->count;
1176
1177 next = op->below; 1042 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1045 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1184 { 1047 {
1185 tmp = next; 1048 tmp = next;
1186 next = tmp->below; 1049 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1050
1190 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1191 return 0; 1052 return 0;
1192 1053
1193 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1194 continue; 1055 continue;
1195 1056
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1058 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1060 pick_up (op, tmp);
1200 continue; 1061 continue;
1201 } 1062 }
1202 1063
1203 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1205 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1068 {
1207 case 1: pick_up (op, tmp); 1069 case 0:
1208 return 1; 1070 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1071 case 1:
1210 return 0; 1072 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1073 return 1;
1212 case 4: pick_up (op, tmp); 1074 case 2:
1213 break; 1075 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1076 return 0;
1215 stop = 1; 1077 case 3:
1216 break; 1078 return 0; /* stop before pickup */
1217 case 6: 1079 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1081 break;
1220 pick_up(op, tmp); 1082 case 5:
1221 break; 1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1222 1090
1223 case 7: 1091 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1093 pick_up (op, tmp);
1226 break; 1094 break;
1227 1095
1228 default: 1096 default:
1229 /* use value density */ 1097 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1100 pick_up (op, tmp);
1233 >= op->contr->mode) 1101 }
1234 pick_up(op,tmp); 1102 }
1235 } 1103 else
1236 } 1104 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1106 if (op->contr->mode & PU_DEBUG)
1240 { 1107 {
1241 /* some debugging code to figure out item information */ 1108 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1109 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1115
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1251 1118
1252 sprintf(putstring,"...flags: "); 1119 /* philosophy:
1253 for(k=0;k<4;k++) 1120 * It's easy to grab an item type from a pile, as long as it's
1254 { 1121 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1122 * and selections, select-items should be used. This is a
1256 { 1123 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1124 * example.
1258 { 1125 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1126 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1127 * convert to decimal and then 'pickup <#>
1261 } 1128 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1360 }
1272 { 1361 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1365#endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1279 } 1370 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1371
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1372 return !stop;
1443} 1373}
1444 1374
1445/* 1375/*
1446 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1378 * found object is returned.
1449 */ 1379 */
1380object *
1450object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1451{ 1382{
1452 object *tmp = NULL; 1383 object *tmp = 0;
1453 1384
1454 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1459 return op; 1389 return op;
1390
1460 return tmp; 1391 return tmp;
1461} 1392}
1462 1393
1463/* 1394/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1399 */
1469 1400object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1402{
1472 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1474 1405
1475 if (!type) 1406 if (!type)
1476 return NULL; 1407 return NULL;
1477 1408
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1412 {
1413 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1415 if (i > betterby)
1484 tmp = ntmp; 1416 {
1485 betterby = i; 1417 tmp = ntmp;
1486 } 1418 betterby = i;
1419 }
1420 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1488 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1425 {
1491 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1427 {
1493 return arrow; 1428 *better = 100;
1494 } else { 1429 return arrow;
1495 tmp = arrow; 1430 }
1431 else
1432 {
1433 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1435 }
1498 } else { 1436 }
1437 else
1438 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1500 attacktype = 1<<attacknum; 1441 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1444 {
1445 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1447 }
1506 } 1448 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1450 {
1451 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1453 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1455 {
1456 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1458 }
1459 }
1460 }
1515 } 1461 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1463 return find_arrow (op, type);
1520 1464
1521 *better = betterby; 1465 *better = betterby;
1522 return tmp; 1466 return tmp;
1523} 1467}
1524 1468
1525/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1471 * op = the shooter
1528 * type = bow->race 1472 * type = bow->race
1529 * dir = fire direction 1473 * dir = fire direction
1530 */ 1474 */
1531 1475
1476object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1533{ 1478{
1534 object *tmp = NULL; 1479 object *tmp = NULL;
1535 mapstruct *m; 1480 maptile *m;
1536 int i, mflags, found, number; 1481 int i, mflags, found, number;
1537 sint16 x, y; 1482 sint16 x, y;
1538 1483
1539 if (op->map == NULL) 1484 if (op->map == NULL)
1540 return find_arrow(op, type); 1485 return find_arrow (op, type);
1541 1486
1542 /* do a dex check */ 1487 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1490 return find_arrow (op, type);
1546 1491
1547 m = op->map; 1492 m = op->map;
1548 x = op->x; 1493 x = op->x;
1549 y = op->y; 1494 y = op->y;
1550 1495
1551 /* find the first target */ 1496 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1553 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1557 tmp = NULL; 1504 tmp = NULL;
1558 break; 1505 break;
1506 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1510 * perhaps a bad assumption.
1562 */ 1511 */
1563 tmp = NULL; 1512 tmp = NULL;
1564 break; 1513 break;
1565 } 1514 }
1566 if (mflags & P_IS_ALIVE) { 1515 if (mflags & P_IS_ALIVE)
1516 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1519 {
1570 break; 1520 found++;
1571 } 1521 break;
1522 }
1572 if (found) 1523 if (found)
1573 break; 1524 break;
1574 } 1525 }
1575 } 1526 }
1576 if (tmp == NULL) 1527 if (tmp == NULL)
1577 return find_arrow(op, type); 1528 return find_arrow (op, type);
1578 1529
1579 if (tmp->head) 1530 if (tmp->head)
1580 tmp = tmp->head; 1531 tmp = tmp->head;
1581 1532
1582 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1583} 1534}
1584 1535
1585/* 1536/*
1586 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1541 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1542 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1543 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1544 * player fire modes.
1594 */ 1545 */
1546int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1548{
1598 object *left, *bow; 1549 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1550 int bowspeed, mflags;
1601 mapstruct *m; 1551 maptile *m;
1602 1552
1603 if (!dir) { 1553 if (!dir)
1554 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1556 return 0;
1606 } 1557 }
1558
1607 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1609 else { 1561 else
1562 {
1610 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1565 * don't need to switch back and forth between bows and weapons.
1613 */ 1566 */
1614 if(bow->type==BOW) 1567 if (bow->type == BOW)
1615 break; 1568 break;
1616 1569
1617 if (!bow) { 1570 if (!bow)
1571 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1573 return 0;
1620 } 1574 }
1621 } 1575 }
1576
1622 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1580 return 0;
1625 } 1581 }
1626 1582
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1584
1629 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1632 if (bowspeed < 1) 1589 if (bowspeed < 1)
1633 bowspeed = 1; 1590 bowspeed = 1;
1634 1591
1635 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1637 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1599 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1601 return 0;
1644 } 1602 }
1645 } 1603 }
1604
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1607 return 0;
1649 } 1608
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1612 return 0;
1653 } 1613 }
1654 1614
1655 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1661 1621
1662 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1627 return 0;
1668 return 0;
1669 } 1628 }
1670 set_owner(arrow, op); 1629
1671 if (arrow->skill) free_string(arrow->skill); 1630 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1631 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1632 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1633
1678 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1637 op->update_stats ();
1681 } 1638 }
1682 1639
1683 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1689 1646
1690 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1692 */ 1649 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1698 /* update the speed */ 1653 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1656
1704 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1708 1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1665
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1667 }
1668 else
1669 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 }
1673
1722 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1724 if (bow->slaying != NULL) 1677 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1678 arrow->slaying = bow->slaying;
1726 1679
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1682
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1685
1735 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1687 move_arrow (arrow);
1737 1688
1738 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1741 else 1693 else
1742 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1743 } 1695 }
1696
1744 return 1; 1697 return 1;
1745} 1698}
1746 1699
1747/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1701 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1705 * hence the function name.
1753 */ 1706 */
1707int
1754int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1755{ 1709{
1756 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1757 1711
1758 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1713 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1715 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1719 wcmod = -1;
1720
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1722 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1734
1776 } else { 1735 }
1736 else
1737 {
1777 /* Simple case */ 1738 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1740 }
1780 return ret; 1741 return ret;
1781} 1742}
1782 1743
1783 1744
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1786 */ 1747 */
1748void
1787void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1788{ 1750{
1789 object *item; 1751 object *item;
1790 1752
1791 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1756 return;
1794 } 1757 }
1795 1758
1796 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1760 if (!item->inv)
1761 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1763 return;
1800 } 1764 }
1801 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1802 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1771 return;
1806 } 1772 }
1773 }
1807 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1779 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1781 else
1813 else 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1783 return;
1817 } 1784 }
1818 } 1785 }
1819 1786
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1823 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1824 object *tmp; 1793 {
1825 if (item->arch) { 1794 object *tmp;
1795
1796 if (item->arch)
1797 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1828 item->speed = 0; 1800 item->set_speed (0);
1829 update_ob_speed(item); 1801 }
1830 } 1802
1831 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1805 }
1834 } 1806 }
1835 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1808 drain_rod_charge (item);
1837 }
1838 } 1809 }
1839} 1810}
1840 1811
1841/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1842 */ 1813 */
1814void
1843void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1844 int spellcost=0; 1817 int spellcost = 0;
1845 1818
1846 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1848 1822
1849 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1850 case range_none: 1825 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1826 return;
1887 default: 1827
1828 case range_bow:
1829 player_fire_bow (op, dir);
1830 return;
1831
1832 case range_magic: /* Casting spells */
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834 return;
1835
1836 case range_misc:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1865 return;
1890 } 1866 }
1891} 1867}
1892
1893
1894 1868
1895/* find_key 1869/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1874 * pl is the player,
1901 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1904 */ 1878 */
1905 1879object *
1906object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1907{ 1881{
1908 object *tmp,*key; 1882 object *tmp, *key;
1909 1883
1910 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1885 if (!container->inv)
1886 return 0;
1912 1887
1913 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1916 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1918 */ 1895 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1897 break;
1921 } 1898 }
1899
1922 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1903 * a key, return
1926 */ 1904 */
1927 if (!tmp) { 1905 if (!tmp)
1906 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1929 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1910 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1911 {
1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1914 }
1915 }
1916
1917 if (!tmp)
1918 return NULL;
1932 } 1919 }
1933 } 1920
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1945 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1951
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1990 if (door->type == DOOR) { 1980 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "You open the door with the %s", query_short_name(key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1987
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2001 if (container != op) 1991 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2003 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
1995 }
2004 } else if (door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1997 {
2005 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2000 return 1;
2008 } 2001 }
2002
2009 return 0; 2003 return 0;
2010} 2004}
2011 2005
2012/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2017 */ 2011 */
2018 2012void
2019void move_player_attack(object *op, int dir) 2013move_player_attack (object *op, int dir)
2020{ 2014{
2021 object *tmp, *mon, *tpl; 2015 object *tmp, *mon;
2022 sint16 nx, ny; 2016 sint16 nx, ny;
2023 int on_battleground; 2017 int on_battleground;
2024 mapstruct *m; 2018 maptile *m;
2025 2019
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2020 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2021 ny = freearr_y[dir] + op->y;
2030 2022
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2032 2024
2033 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2034 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2035 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2036 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2029 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2030 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2031 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2032 * move_ob uses.
2041 */ 2033 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048 2035 {
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2037 {
2038 m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2051 return; 2046 return;
2052 }
2053 2047
2054 mon = NULL; 2048 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2052 * on the space
2059 */ 2053 */
2060 while (tmp!=NULL) { 2054 while (tmp)
2055 {
2061 if (tmp == op) { 2056 if (tmp == op)
2062 tmp=tmp->above; 2057 {
2063 continue; 2058 tmp = tmp->above;
2064 } 2059 continue;
2060 }
2061
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2063 {
2067 break; 2064 mon = tmp;
2068 } 2065 break;
2066 }
2067
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2069 mon = tmp;
2070
2071 tmp=tmp->above; 2071 tmp = tmp->above;
2072 } 2072 }
2073 2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2075 return; /* into a wall */
2076 2076
2077 if(mon->head != NULL) 2077 if (mon->head)
2078 mon = mon->head; 2078 mon = mon->head;
2079 2079
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door(op, mon)) return; 2081 if (player_attack_door (op, mon))
2082 return;
2082 2083
2083 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2085 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2089 * and thus will not push them.
2089 */ 2090 */
2090 2091
2091 /* If the creature is a pet, push it even if the player is not 2092 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2093 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2094 */ 2095 */
2095 if ((op->type==PLAYER) 2096 if ((op->type == PLAYER)
2096#if COZY_SERVER 2097#if COZY_SERVER
2097 && 2098 &&
2098 ( 2099 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2101#else
2104 && get_owner(mon)==op 2102 && mon->owner == op
2105#endif 2103#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2105 {
2108 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob(mon,dir,op); 2111 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2113 return; 2115 return;
2114 } 2116 }
2115 2117
2116 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2121 * attack them either.
2120 */ 2122 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2126 (op->contr->peaceful
2127 || (mon->type == PLAYER
2128 && mon->contr->
2129 peaceful)) &&
2126#else 2130#else
2127 op->contr->peaceful && 2131 op->contr->peaceful &&
2128#endif 2132#endif
2129 !on_battleground 2133 !on_battleground))
2134 {
2135 if (!op->contr->braced)
2130 )) { 2136 {
2131 if (!op->contr->braced) {
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2133 (void) push_ob(mon,dir,op); 2138 push_ob (mon, dir, op);
2134 } else { 2139 }
2140 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2136 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139 2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145 }
2146
2140 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2149 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2144 recursive_roll(mon,dir,op); 2152 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2153 if (action_makes_visible (op))
2146 } 2154 make_visible (op);
2155 }
2147 2156
2148 /* Any generic living creature. Including things like doors. 2157 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2162 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2165 {
2158 2166
2159 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2168 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2169 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2170 * incurred a 1 tick offset.
2163 */ 2171 */
2164 if (!op->contr->has_hit) { 2172 if (!op->contr->has_hit)
2173 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2175
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2177 }
2169 2178
2170 skill_attack(mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2171 2180
2172 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2184 * the wiz.
2176 */ 2185 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2187 {
2179 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2189
2180 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2182 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2183 } 2193 }
2184 if(action_makes_visible(op)) make_visible(op); 2194
2185 } 2195 if (action_makes_visible (op))
2196 make_visible (op);
2197 }
2186 } /* if player should attack something */ 2198 } /* if player should attack something */
2187} 2199}
2188 2200
2201int
2189int move_player(object *op,int dir) { 2202move_player (object *op, int dir)
2203{
2190 int pick; 2204 int pick;
2191 object *transport = op->contr->transport;
2192 2205
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 2207 return 0;
2208
2209 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9))
2211 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0;
2214 }
2215
2216 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219
2220 op->facing = dir;
2221
2222 if (op->hide)
2223 do_hidden_move (op);
2224
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ;
2227 else if (op->contr->fire_on)
2228 fire (op, dir);
2229 else
2230 {
2231 move_player_attack (op, dir);
2232 pick = check_pick (op);
2233 }
2234
2235 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing.
2237 */
2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 op->direction = dir;
2240 else
2241 op->direction = 0;
2242
2243 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities
2245 * for players.
2246 */
2247 animate_object (op, op->facing);
2248 return 0;
2255} 2249}
2256 2250
2257/* This is similar to handle_player, below, but is only used by the 2251/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2252 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2253 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2254 * the new speed values for commands.
2261 * 2255 *
2262 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2263 */ 2257 */
2258int
2264int handle_newcs_player(object *op) 2259handle_newcs_player (object *op)
2265{ 2260{
2266 if (op->contr->hidden) { 2261 if (op->contr->hidden)
2262 {
2267 op->invisible = 1000; 2263 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2264 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2265 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2266 * alternate it here for it to work correctly.
2271 */ 2267 */
2272 if (pticks & 2) op->invisible--; 2268 if (pticks & 2)
2269 op->invisible--;
2273 } 2270 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2275 op->invisible--; 2273 op->invisible--;
2276 if(!op->invisible) { 2274 if (!op->invisible)
2275 {
2277 make_visible(op); 2276 make_visible (op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 } 2278 }
2280 } 2279 }
2281 2280
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2281 if (QUERY_FLAG (op, FLAG_SCARED))
2282 {
2283 flee_player(op); 2283 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */ 2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 {
2286 op->speed_left--; 2287 op->speed_left--;
2287 return 0; 2288 return 0;
2288 } 2289 }
2289 } 2290 }
2290 2291
2291 /* I've been seeing crashes where the golem has been destroyed, but 2292 /* I've been seeing crashes where the golem has been destroyed, but
2292 * the player object still points to the defunct golem. The code that 2293 * the player object still points to the defunct golem. The code that
2293 * destroys the golem looks correct, and it doesn't always happen, so 2294 * destroys the golem looks correct, and it doesn't always happen, so
2294 * put this in a a workaround to clean up the golem pointer. 2295 * put this in a a workaround to clean up the golem pointer.
2295 */ 2296 */
2296 if (op->contr->ranges[range_golem] && 2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2298 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2299
2303 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2302 * called, so we recheck it here.
2306 */ 2303 */
2307 HandleClient(&op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2305 return 1;
2309 2306
2307 if (op->speed_left > 0)
2308 {
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--; 2312 op->speed_left--;
2313 2313
2314 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2317 */ 2317 */
2318 move_player(op, op->direction); 2318 move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2319
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2320 else return 0; 2324 return 0;
2321 } 2325}
2326
2327int
2328save_life (object *op)
2329{
2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2331 return 0;
2323}
2324 2332
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 {
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 "Your %s vibrates violently, then evaporates.", 2338
2336 query_name(tmp));
2337 if (op->contr) 2339 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2340 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2341
2340 free_object(tmp); 2342 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344
2342 if(op->stats.hp<0) 2345 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2347
2344 if(op->stats.food<0) 2348 if (op->stats.food < 0)
2345 op->stats.food = 999; 2349 op->stats.food = 999;
2346 fix_player(op); 2350
2351 op->update_stats ();
2347 return 1; 2352 return 1;
2348 } 2353 }
2354
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2358 return 0;
2353} 2359}
2354 2360
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2361/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2362 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2363 * function will descend into containers. op is the object to start the search
2358 * from. 2364 * from.
2359 */ 2365 */
2366void
2360void remove_unpaid_objects(object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2361{ 2368{
2362 object *next;
2363
2364 while (op) { 2369 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2370 {
2366 * we remove object 'op' 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2372
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2374 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385}
2381 2386
2382/* 2387/*
2383 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2388 */ 2393 */
2394char *
2389char *gravestone_text (object *op) 2395gravestone_text (object *op)
2390{ 2396{
2391 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2399 time_t now = time (NULL);
2394 2400
2395 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2404 else
2399 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2408 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2403 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);
2404 else 2411 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2415 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2420 strcat (buf2, buf);
2412 } 2421 }
2422
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2416 return buf2; 2427 return buf2;
2417} 2428}
2418 2429
2419 2430void
2420
2421void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2422 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2425 int i; 2436 int i;
2426 int rate_hp = 1200; 2437 int rate_hp = 1200;
2427 int rate_sp = 2500; 2438 int rate_sp = 2500;
2428 int rate_grace = 2000; 2439 int rate_grace = 2000;
2429 const int max_hp = 1; 2440 const int max_hp = 1;
2430 const int max_sp = 1; 2441 const int max_sp = 1;
2431 const int max_grace = 1; 2442 const int max_grace = 1;
2432 2443
2433 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 if (op->contr->outputs[i].buf!=NULL && 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2449 }
2439 2450
2440 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2441 2452 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2457 else
2458 {
2447 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2461 }
2462
2450 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2465 else
2466 {
2453 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2469 }
2470
2456 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2473 else
2474 {
2459 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2477 }
2462 2478
2463 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2484 {
2485 op->stats.sp++;
2468 /* dms do not consume food */ 2486 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2488 {
2489 op->stats.food--;
2471 if(op->contr->digestion<0) 2490 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 2493 op->stats.food = last_food;
2494 }
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 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 } 2519 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2520
2497 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2499 if(--op->last_grace<0) { 2523 if (--op->last_grace < 0)
2524 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2527
2528 if (max_grace > 1)
2529 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2531 if (over_grace > 0)
2505 op->stats.sp += over_grace 2532 {
2533 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace=0; 2535 op->last_grace = 0;
2508 } else { 2536 }
2537 else
2538 {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 } 2540 }
2511 } else { 2541 }
2542 else
2543 {
2512 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);
2513 } 2545 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2515 } 2547 }
2516 2548
2517 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2519 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2553 {
2554 op->stats.hp++;
2521 /* dms do not consume food */ 2555 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2557 {
2558 op->stats.food--;
2524 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food; 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 }
2529 } 2583 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2584
2545 /* Digestion */ 2585 /* Digestion */
2546 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2547#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2591#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2593#endif
2555 2594
2556 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2597 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2560 /* dms do not consume food */ 2600 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2602 op->stats.food--;
2563 } 2603 }
2564 2604
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2606 {
2607 object *tmp, *flesh = 0;
2567 2608
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2571 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.");
2572 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2618 break;
2575 } 2619 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2621 flesh = tmp;
2578 } /* end of for loop */ 2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2579 /* 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
2580 * eat flesh instead. 2626 * eat flesh instead.
2581 */ 2627 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2583 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.");
2584 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2585 } 2632 }
2586 } /* end if player is starving */ 2633 }
2587 2634
2588 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2590 2637
2591 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))
2592 kill_player(op); 2639 kill_player (op);
2640 }
2593} 2641}
2594
2595
2596 2642
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2646 * file.
2601 */ 2647 */
2648void
2602void kill_player(object *op) 2649kill_player (object *op)
2603{ 2650{
2604 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2605 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2607 int z; 2657 /* int z;
2608 int num_stats_lose; 2658 int num_stats_lose;
2609 int lost_a_stat; 2659 int lost_a_stat;
2610 int lose_this_stat; 2660 int lose_this_stat;
2611 int this_stat; 2661 int this_stat; */
2612 int will_kill_again; 2662 int will_kill_again;
2613 archetype *at; 2663 archetype *at;
2614 object *tmp; 2664 object *tmp;
2615 2665
2616 if(save_life(op)) 2666 if (save_life (op))
2617 return; 2667 return;
2618 2668
2619 2669
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2673 */
2624 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2626 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2678
2629
2630 /* restore player */ 2679 /* restore player */
2631 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2682 {
2634 remove_ob(tmp); 2683 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2685 }
2638 2686
2639 at = find_archetype("confusion"); 2687 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2689 {
2642 remove_ob(tmp); 2690 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2692 }
2646 2693
2647 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2650 2697 op->stats.food = 999;
2698
2651 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2701 {
2655 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2703 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2707 tmp->msg = buf;
2661 tmp->msg=add_string(buf); 2708 tmp->value = 0, tmp->type = 0;
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2709 tmp->materialname = "organics";
2663 tmp->materialname = NULL; 2710 tmp->insert_at (op, tmp);
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2711 }
2712
2668 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2715 op->contr->braced = 0;
2671 return; 2716 return;
2672 } 2717 }
2673 2718
2674 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2675 2720
2676 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2677 2722
2678 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2724 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2687 } 2727 }
2688 else { 2728 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2696 } 2730
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2732
2699 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2701 2737
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2741 */
2708 2742
2709 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2745 * of death.
2712 */ 2746 */
2713#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2715 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2752 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2755 little bit harder. */
2721 /* GD */ 2756 /* GD */
2722 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2758 num_stats_lose = 1;
2724 else 2759 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2761 }
2762 else
2727 num_stats_lose = 1; 2763 num_stats_lose = 1;
2728 } 2764
2729 lost_a_stat = 0; 2765 lost_a_stat = 0;
2730 2766
2731 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2732 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2733 2770
2734 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2735 /* 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
2736 * what he lost. 2774 * what he lost.
2737 */ 2775 */
2738 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2781 lost_a_stat = 1;
2744 } else { 2782 }
2783 else
2784 {
2745 /* deplete a stat */ 2785 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2748 2791 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2794 }
2782 if (lose_this_stat) { 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2784 /* We could try to do something clever like find another 2831 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2832 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2833 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2834 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2835 * difference.
2789 */ 2836 */
2790 if (this_stat>=-50) { 2837 if (this_stat >= -50)
2838 {
2791 change_attr_value(&(dep->stats), i, -1); 2839 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2840 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2842 op->update_stats ();
2795 lost_a_stat = 1; 2843 lost_a_stat = 1;
2796 } 2844 }
2797 } 2845 }
2846 }
2798 } 2847 }
2799 }
2800 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2849 if (!lost_a_stat)
2802 { 2850 {
2803 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2852 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2853 const char *god = determine_god (op);
2854
2806 if (god && (strcmp(god, "none"))) 2855 if (god && (strcmp (god, "none")))
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2808 "moment you feel the holy presence of %s protecting" 2857 else
2809 " you.", god); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2862#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2863
2818 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2865 * exp loss on the stone.
2820 */ 2866 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2827 "who was killed\n" 2873 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2876
2835 /**************************************/ 2877 /**************************************/
2836 /* */ 2878 /* */
2837 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2840 /* */ 2882 /* */
2841 /**************************************/ 2883 /**************************************/
2842 2884
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2886 /* restore player */
2845 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2889
2847 if (tmp) { 2890 if (tmp)
2848 remove_ob(tmp); 2891 {
2849 free_object(tmp); 2892 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2894 }
2852 2895
2853 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2898 if (tmp)
2856 remove_ob(tmp); 2899 {
2857 free_object(tmp); 2900 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2902 }
2903
2860 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2861 2905
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2913
2869 /* 2914 /*
2870 * 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
2871 * 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
2872 * in the map. 2917 * in the map.
2873 */ 2918 */
2874 2919
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2920 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2922
2883 /****************************************/ 2923 /****************************************/
2884 /* */ 2924 /* */
2885 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2887 /* */ 2927 /* */
2888 /****************************************/ 2928 /****************************************/
2889 2929
2890 enter_player_savebed(op); 2930 enter_player_savebed (op);
2891 2931
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2932 op->contr->braced = 0;
2896 save_player(op,1);
2897 2933
2898 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2937 * on the space that might harm the player.
2902 */ 2938 */
2903 will_kill_again=0; 2939 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2907 } 2943
2908 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2909 object *force; 2946 object *force;
2910 int at; 2947 int at;
2911 2948
2912 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2951 force->speed = 0.1;
2915 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2956 force->resist[at] = 100;
2920 } 2957
2921 insert_ob_in_ob(force, op); 2958 insert_ob_in_ob (force, op);
2922 fix_player(op); 2959 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2960
2961 }
2962
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2964}
2998 2965
2999 2966void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2969 object *tmp, *tmp2, *next;
3002 2970
3003 if (op->container) { /* close open sack first */ 2971 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2972
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
3008 next=tmp->below; 2975 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2976
3010 remove_ob(tmp); 2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2982
3013 loot_object(tmp); 2983 if (tmp->type == CONTAINER)
3014 } 2984 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2985
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 {
3017 if(tmp->nrof>1) { 2988 if (tmp->nrof > 1)
2989 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2991 tmp2->destroy ();
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 }
2994 else
2995 tmp->destroy ();
2996 }
3021 } else 2997 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2999 }
3026} 3000}
3027 3001
3028/* 3002/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3030 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3031 * was changed. 3005 * was changed.
3032 */ 3006 */
3033 3007void
3034void fix_weight(void) { 3008fix_weight (void)
3035 player *pl; 3009{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3010 for_all_players (pl)
3011 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3013
3038 if(old == sum) 3014 if (old == sum)
3039 continue; 3015 continue;
3040 fix_player(pl->ob); 3016 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3018 }
3044} 3019}
3045 3020
3021void
3046void fix_luck(void) { 3022fix_luck (void)
3047 player *pl; 3023{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3024 for_all_players (pl)
3049 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 3026 pl->ob->change_luck (0);
3051} 3027}
3052
3053 3028
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3057 */ 3032 */
3058
3059void 3033void
3060cast_dust (object * op, object * throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3061{ 3035{
3062 object *skop, *spob; 3036 object *skop, *spob;
3063 3037
3064 skop = find_skill_by_name (op, throw_ob->skill); 3038 skop = find_skill_by_name (op, throw_ob->skill);
3065 3039
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3040 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3042 {
3069 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3070 op->name);
3071 return; 3044 return;
3072 } 3045 }
3073 3046
3074 spob = throw_ob->inv; 3047 spob = throw_ob->inv;
3075 3048
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3049 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 3050 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 3051 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3052 if (!spob)
3080 { 3053 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3054 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 3055 return;
3084 } 3056 }
3085 3057
3086 if (op->type == PLAYER) 3058 if (op->type == PLAYER)
3087 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3059 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3088 3060
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3061 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3062
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3063 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3064}
3095 3065
3066void
3096void make_visible (object *op) { 3067make_visible (object *op)
3068{
3097 op->hide = 0; 3069 op->hide = 0;
3098 op->invisible = 0; 3070 op->invisible = 0;
3099 if(op->type==PLAYER) { 3071 if (op->type == PLAYER)
3072 {
3100 op->contr->tmp_invis = 0; 3073 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3074 op->contr->invis_race = 0;
3102 } 3075 }
3103 update_object(op,UP_OBJ_FACE); 3076 update_object (op, UP_OBJ_FACE);
3104} 3077}
3105 3078
3079int
3106int is_true_undead(object *op) { 3080is_true_undead (object *op)
3107 object *tmp=NULL; 3081{
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3110 3084
3111 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3085 return 0;
3116} 3086}
3117 3087
3118/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3090 * indicate greater hideability.
3121 */ 3091 */
3122 3092
3093int
3123int hideability(object *ob) { 3094hideability (object *ob)
3095{
3124 int i,level=0, mflag; 3096 int i, level = 0, mflag;
3125 sint16 x,y; 3097 sint16 x, y;
3126 3098
3127 if(!ob||!ob->map) return 0; 3099 if (!ob || !ob->map)
3100 return 0;
3128 3101
3129 /* so, on normal lighted maps, its hard to hide */ 3102 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3103 level = ob->map->darkness - 2;
3131 3104
3132 /* this also picks up whether the object is glowing. 3105 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 3106 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 3107 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3136 3110
3137 /* scan through all nearby squares for terrain to hide in */ 3111 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3120 level += 2;
3143 else /* open terrain! */ 3121 else /* open terrain! */
3144 level -= 1; 3122 level -= 1;
3145 } 3123 }
3146 3124
3147#if 0 3125#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3127#endif
3150 return level; 3128 return level;
3151} 3129}
3152 3130
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3131/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3132 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3133 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3135 */
3158 3136
3137void
3159void do_hidden_move (object *op) { 3138do_hidden_move (object *op)
3139{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3141 object *skop;
3162 3142
3163 if(!op || !op->map) return; 3143 if (!op || !op->map)
3144 return;
3164 3145
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3147
3167 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3149 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3150 if (!skop || num >= skop->level)
3151 {
3170 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3171 make_visible(op); 3153 make_visible (op);
3172 return; 3154 return;
3173 } else num += 20;
3174 } 3155 }
3156 else
3157 num += 20;
3158
3175 num += op->map->difficulty; 3159 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3161 num -= hide;
3162
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3179 make_visible(op); 3165 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3166 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3168 }
3183 else if (op->type == PLAYER && skop) { 3169 else if (op->type == PLAYER && skop)
3184 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 }
3186} 3171}
3187 3172
3188/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3189 3174
3175int
3190int stand_near_hostile( object *who ) { 3176stand_near_hostile (object *who)
3177{
3191 object *tmp=NULL; 3178 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3180 maptile *m;
3194 sint16 x,y; 3181 sint16 x, y;
3195 3182
3196 if(!who) return 0; 3183 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 3184 return 0;
3185
3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191
3192 /* search adjacent squares */
3193 for (i = 1; i < 9; i++)
3194 {
3195 x = who->x + freearr_x[i];
3196 y = who->y + freearr_y[i];
3197 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space.
3201 */
3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue;
3206
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210 return 1;
3211 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 return 1;
3216 }
3217 }
3218 }
3219 return 0;
3226} 3220}
3227 3221
3228/* check the player los field for viewability of the 3222/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3223 * object op. This function works fine for monsters,
3230 * but we dont worry if the object isnt the top one in 3224 * but we dont worry if the object isnt the top one in
3237 * for them to differ. Sigh, this fctn could get a bit more complex. 3231 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 3232 * -b.t.
3239 * This function is now map tiling safe. 3233 * This function is now map tiling safe.
3240 */ 3234 */
3241 3235
3236int
3242int player_can_view (object *pl,object *op) { 3237player_can_view (object *pl, object *op)
3238{
3243 rv_vector rv; 3239 rv_vector rv;
3244 int dx,dy; 3240 int dx, dy;
3245 3241
3246 if(pl->type!=PLAYER) { 3242 if (pl->type != PLAYER)
3243 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3245 return -1;
3273 op = op->more;
3274 } 3246 }
3247
3248 if (!pl || !op)
3275 return 0; 3249 return 0;
3250
3251 op = op->head_ ();
3252
3253 get_rangevector (pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while (op)
3262 {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1;
3274 op = op->more;
3275 }
3276 return 0;
3276} 3277}
3277 3278
3278/* routine for both players and monsters. We call this when 3279/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3280 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3281 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3282 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3283 * return 0.
3283 */ 3284 */
3285int
3284int action_makes_visible (object *op) { 3286action_makes_visible (object *op)
3287{
3285 3288
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3292 return 0;
3289 3293
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3291 3296
3292 /* If monsters, they should become visible */ 3297 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3295 return 1; 3301 return 1;
3296 } 3302 }
3297 } 3303 }
3298 return 0; 3304 return 0;
3299} 3305}
3300 3306
3301/* op_on_battleground - checks if the given object op (usually 3307/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3308 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3310 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3313 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3314 */
3315int
3309int op_on_battleground (object *op, int *x, int *y) { 3316op_on_battleground (object *op, int *x, int *y)
3317{
3310 object *tmp; 3318 object *tmp;
3311 3319
3312 /* A battleground-tile needs the following attributes to be valid: 3320 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3323 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3324 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3325 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3332 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3333 /*before we assign the exit, check if this is a teambattle */
3324 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3325 object *invtmp; 3336 object *invtmp;
3337
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3339 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344 return 1;
3345 }
3346 }
3347 }
3329 if (x != NULL && y != NULL) 3348 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3350 return 1;
3332 } 3351 }
3333 } 3352 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3353 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3354 /* If we got here, did not find a battleground */
3342 return 0; 3355 return 0;
3343} 3356}
3344 3357
3345/* 3358/*
3349 * attributes: 3362 * attributes:
3350 * object *who the dragon player 3363 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3364 * int atnr the attack-number of the ability focus
3352 * int level ability level 3365 * int level ability level
3353 */ 3366 */
3367void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3368dragon_ability_gain (object *who, int atnr, int level)
3369{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3370 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3371 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3372 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3373 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3374 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3375 int i = 0, j = 0;
3361 3376
3362 /* get the appropriate treasurelist */ 3377 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3378 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3379 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3380 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3381 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3382 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3383 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3384 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3385 trlist = find_treasurelist ("dragon_ability_poison");
3371 3386
3372 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3373 return; 3388 return;
3374 3389
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3391
3377 3392 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3393 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3395 return;
3381 } 3396 }
3382 3397
3383 /* everything seems okay - now bring on the gift: */ 3398 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3399 item = &(tr->item->clone);
3385 3400
3386 if (item->type == SPELL) { 3401 if (item->type == SPELL)
3402 {
3387 if (check_spell_known (who, item->name)) 3403 if (check_spell_known (who, item->name))
3388 return; 3404 return;
3389 3405
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3407 do_learn_spell (who, item, 0);
3392 return; 3408 return;
3393 } 3409 }
3394 3410
3395 /* grant direct spell */ 3411 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3412 if (item->type == SPELLBOOK)
3413 {
3397 if (!item->inv) { 3414 if (!item->inv)
3415 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3417 return;
3401 } 3418 }
3402 if (check_spell_known (who, item->inv->name)) 3419 if (check_spell_known (who, item->inv->name))
3403 return; 3420 return;
3404 if (item->invisible) { 3421 if (item->invisible)
3422 {
3405 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3423 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406 do_learn_spell (who, item->inv, 0); 3424 do_learn_spell (who, item->inv, 0);
3407 return; 3425 return;
3408 } 3426 }
3409 } 3427 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3411 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3430 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431 {
3412 3432
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3434 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3435 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3436 * but not all of them, he gets nothing.
3417 */ 3437 */
3418 if (!(skop->attacktype & item->attacktype)) { 3438 if (!(skop->attacktype & item->attacktype))
3439 {
3419 /* Give new attacktype */ 3440 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3441 skop->attacktype |= item->attacktype;
3421 3442
3422 /* always add physical if there's none */ 3443 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3444 skop->attacktype |= AT_PHYSICAL;
3424 3445
3425 if (item->msg != NULL) 3446 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3448
3428 /* Give player new face */ 3449 /* Give player new face */
3429 if (item->animation_id) { 3450 if (item->animation_id)
3451 {
3430 who->face = skop->face; 3452 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3453 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3454 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3455 who->last_anim = 0;
3434 who->state = 0; 3456 who->state = 0;
3435 animate_object(who, who->direction); 3457 animate_object (who, who->direction);
3436 } 3458 }
3459 }
3460 }
3437 } 3461 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3462 else if (item->type == FORCE)
3463 {
3441 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3465 object *skin;
3466
3443 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3470 ;
3447 3471
3472 if (!skin)
3473 return;
3474
3448 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3479
3452 /* print message */ 3480 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3481 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3483 {
3456 if (j) 3484 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3485 {
3458 else 3486 if (j)
3459 j = 1; 3487 strcat (buf, " and ");
3488 else
3489 j = 1;
3460 strcat(buf, spellpathnames[i]); 3490 strcat (buf, spellpathnames[i]);
3461 } 3491 }
3462 } 3492 }
3463 strcat(buf,"."); 3493 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3495 }
3466 3496
3467 /* evtl. adding flags: */ 3497 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3499 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3501 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3504
3475 /* print message if there is one */ 3505 /* print message if there is one */
3476 if (item->msg != NULL) 3506 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 }
3509 else
3478 } 3510 {
3479 else {
3480 /* generate misc. treasure */ 3511 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3512 tmp = arch_to_object (tr->item);
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3483 tmp = insert_ob_in_ob (tmp, who); 3514 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3516 esrv_send_item (who, tmp);
3486 } 3517 }
3487} 3518}
3488 3519
3489/** 3520/**
3490 * Unready an object for a player. This function does nothing if the object was 3521 * Unready an object for a player. This function does nothing if the object was
3491 * not readied. 3522 * not readied.
3492 */ 3523 */
3524void
3493void player_unready_range_ob(player *pl, object *ob) { 3525player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3526{
3495
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3497 if (pl->ranges[i] == ob) { 3528 if (pl->ranges[i] == ob)
3529 {
3498 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3499 if (pl->shoottype == i) { 3531 if (pl->shoottype == i)
3500 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3501 }
3502 } 3533 }
3503 }
3504} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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