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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 elmex 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", (char *)"%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", (char *)"%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 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
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;
205 202
206 if (!p) { 203 ob->remove ();
207 player *tmp; 204 ob->map = 0;
205 party = 0;
208 206
209 p = (player *) malloc(sizeof(player)); 207 // for weird reasons, this is often "ob", keeping a circular reference
210 if(p==NULL) 208 ranges [range_skill] = 0;
211 fatal(OUT_OF_MEMORY);
212 209
213 /* This adds the player in the linked list. There is extra 210 players.erase (this);
214 * complexity here because we want to add the new player at the 211}
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 212
227 p->next = NULL; 213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
228 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
229 250
230 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
231 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
236 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 321 * we deal with that below this point.
238 */ 322 */
239 p->party=NULL; 323 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 324 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 326
245#ifdef AUTOSAVE 327 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 328
247#endif 329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
248 347 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 348 ob->destroy_inv (false);
349 ob->destroy ();
250 350 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 351}
302 352
303 353player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 354{
307 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
308 op->x = -1; 356 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 357}
312 358
313/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
315 * mode. 361 * mode.
316 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
317 367
318int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 369
321 p=get_player(NULL); 370 pl->ob->roll_stats ();
322 p->socket = *ns; 371 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 373
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 374 set_first_map (pl->ob);
333 375
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 376 return pl;
341} 377}
342 378
343/* 379/*
344 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
347 */ 383 */
384archetype *
348archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
349{ 386{
350 archetype *start = at; 387 archetype *start = at;
388
351 for (;;) { 389 for (;;)
390 {
352 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
353 at=first_archetype; 392 at = first_archetype;
354 else 393 else
355 at=at->next; 394 at = at->next;
395
356 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
357 return at; 397 return at;
398
358 if (at == start) { 399 if (at == start)
400 {
359 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 402 exit (-1);
361 } 403 }
362 } 404 }
363} 405}
364 406
365 407object *
366object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
367 object *op = NULL; 410 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 411 objectlink *ol;
370 unsigned lastdist; 412 unsigned lastdist;
371 rv_vector rv; 413 rv_vector rv;
372 414
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
374 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
378 */ 421 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
380 object *tmp=ol->ob; 424 object *tmp = ol->ob;
381 425
382 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 427 * itself will have been cleared.
384 */ 428 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
386 ol = ol->next; 431 ol = ol->next;
387 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
388 if (!ol) return op; 433 if (!ol)
389 } 434 return op;
435 }
390 436
391 /* Remove special check for player from this. First, it looks to cause 437 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
397 */ 443 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 445 continue;
400 446
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
410 op=pl->ob; 448 {
449 op = ol->ob;
411 lastdist=rv.distance; 450 lastdist = rv.distance;
451 }
412 } 452 }
413 } 453
414 } 454 for_all_players (pl)
455 if (can_detect_enemy (mon, pl->ob, &rv))
456 if (lastdist > rv.distance)
457 {
458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
415#if 0 462#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 464#endif
418 return op; 465 return op;
419} 466}
420 467
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 469 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 486 * is probably not a good thing.
440 */ 487 */
441#define MAX_SPACES 50 488#define MAX_SPACES 50
442
443 489
444/* 490/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 509 * is blocking itself.
464 */ 510 */
511int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
466 rv_vector rv; 514 rv_vector rv;
467 sint16 x,y; 515 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
470 518
471 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
472 520
473 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 522 return 0;
726}
727 523
728void confirm_password(object *op) { 524 x = mon->x;
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 530
730 op->contr->write_buf[0]='\0'; 531 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 532 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 533 return 0;
733}
734 534
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542
543 mflags = get_map_flags (m, &m, x, y, &x, &y);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 }
635
636 if (diff > max)
637 return 0;
638 }
639
640 /* If we reached the max, didn't find a direction in time */
641 if (!max)
642 return 0;
643
644 return firstdir;
645}
646
647void
648give_initial_items (object *pl, treasurelist * items)
649{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654
655 for (op = pl->inv; op; op = next)
656 {
657 next = op->below;
658
659 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way
661 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
663 SET_FLAG (op, FLAG_APPLIED);
664
665 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions
667 */
668 if (pl->type == PLAYER)
669 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
671 (op->type == ARMOUR || op->type == BOOTS ||
672 op->type == CLOAK || op->type == HELMET ||
673 op->type == SHIELD || op->type == GLOVES ||
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 {
676 op->destroy ();
677 continue;
678 }
679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
688 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
706 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710
711 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be
713 * merged properly.
714 */
715 if (need_identify (op))
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
722 {
723 op->destroy ();
724 continue;
725 }
726 else if (op->type == SKILL)
727 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0;
730 op->level = 1;
731 }
732 /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */
736
737 /* Need to set up the skill pointers */
738 link_player_skills (pl);
739}
740
741void
735void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
736 if (party == NULL) { 744 if (party == NULL)
745 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 747 return;
739 } 748 }
749
740 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 754}
745
746 755
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
748int roll_stat(void) { 758roll_stat (void)
759{
749 int a[4],i,j,k; 760 int a[4], i, j, k;
750 761
751 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
753 764
754 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 766 if (a[i] < k)
756 k=a[i],j=i; 767 k = a[i], j = i;
757 768
758 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 770 if (i != j)
760 k+=a[i]; 771 k += a[i];
761 } 772
762 return k; 773 return k;
763} 774}
764 775
765void roll_stats(object *op) { 776void
766 int sum=0; 777object::roll_stats ()
767 int i = 0, j = 0; 778{
768 int statsort[7]; 779 int statsort [7];
769 780
781 for (;;)
770 do { 782 {
771 op->stats.Str=roll_stat(); 783 int sum = 0;
772 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
783 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 793
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
811 801
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 802 stats.exp = 0;
823 op->stats.ac=0; 803 stats.ac = 0;
824 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
825 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
828 814
829 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
830 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
833 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
834} 854}
835 855
836void Roll_Again(object *op) 856static void
857start_info (object *op)
837{ 858{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
846 860
847 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 865}
955 866
956/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
960 * not the class. 871 * not the class.
961 */ 872 */
962 873void
963int key_change_class(object *op, char key) 874player::chargen_race_done ()
964{ 875{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 878
979 /* Lauwenmark : Here we handle the BORN global event */ 879 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
981 882
982 /* Lauwenmark : We then generate a LOGIN event */ 883 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 884 INVOKE_PLAYER (LOGIN, ob->contr);
885
984 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
985 887
986 if (op->msg) { 888 if (ob->msg)
987 free_string(op->msg); 889 ob->msg = 0;
988 op->msg=NULL;
989 }
990 890
991 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
992 * to save here. 892 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 893 */
1033 894 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1103 next = mp->next; 898 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 899
1105 delete_map(mp); 900 start_info (ob);
1106 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1107 902 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1109 } 911 {
1110 play_again(op); 912 object *tmp;
1111 return 1; 913 char mapname[MAX_BUF];
1112}
1113 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1114void flee_player(object *op) { 966flee_player (object *op)
967{
1115 int dir,diff; 968 int dir, diff;
1116 rv_vector rv; 969 rv_vector rv;
1117 970
1118 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 975 return;
1122 } 976 }
1123 977
1124 if(op->enemy==NULL) { 978 if (op->enemy == NULL)
979 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 980 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 982 return;
1128 } 983 }
1129 984
1130 /* Seen some crashes here. Since we don't store an 985 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 986 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 987 * actual enemy, and the object is recycled.
1133 */ 988 */
1134 if (op->enemy->map == NULL) { 989 if (op->enemy->map == NULL)
990 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 992 op->enemy = NULL;
1137 return; 993 return;
1138 } 994 }
1139 995
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
1141 op->enemy=NULL; 998 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1000 return;
1144 } 1001 }
1002
1145 get_rangevector(op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1146 1004
1147 dir=absdir(4+rv.direction); 1005 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1006 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return;
1012 }
1013
1155 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1016 op->enemy = NULL;
1158} 1017}
1159 1018
1160 1019
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1022 * stop.
1164 */ 1023 */
1024int
1165int check_pick(object *op) { 1025check_pick (object *op)
1026{
1166 object *tmp, *next; 1027 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1028 int stop = 0;
1169 int j, k, wvratio; 1029 int wvratio;
1170 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1171
1172 1031
1173 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1175 return 1; 1034 return 1;
1176 1035
1177 op_tag = op->count;
1178
1179 next = op->below; 1036 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1037
1183 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1039 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1186 { 1041 {
1187 tmp = next; 1042 tmp = next;
1188 next = tmp->below; 1043 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1044
1192 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1193 return 0; 1046 return 0;
1194 1047
1195 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1196 continue; 1049 continue;
1197 1050
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1052 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1054 pick_up (op, tmp);
1202 continue; 1055 continue;
1203 } 1056 }
1204 1057
1205 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1207 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1062 {
1209 case 1: pick_up (op, tmp); 1063 case 0:
1210 return 1; 1064 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1065 case 1:
1212 return 0; 1066 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1067 return 1;
1214 case 4: pick_up (op, tmp); 1068 case 2:
1215 break; 1069 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1070 return 0;
1217 stop = 1; 1071 case 3:
1218 break; 1072 return 0; /* stop before pickup */
1219 case 6: 1073 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1074 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1075 break;
1222 pick_up(op, tmp); 1076 case 5:
1223 break; 1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1224 1084
1225 case 7: 1085 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1087 pick_up (op, tmp);
1228 break; 1088 break;
1229 1089
1230 default: 1090 default:
1231 /* use value density */ 1091 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1094 pick_up (op, tmp);
1235 >= op->contr->mode) 1095 }
1236 pick_up(op,tmp); 1096 }
1237 } 1097 else
1238 } 1098 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1242 { 1101 {
1243 /* some debugging code to figure out item information */ 1102 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1103 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1106 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1253 1112
1254 sprintf(putstring,"...flags: "); 1113 /* philosophy:
1255 for(k=0;k<4;k++) 1114 * It's easy to grab an item type from a pile, as long as it's
1256 { 1115 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1116 * and selections, select-items should be used. This is a
1258 { 1117 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1118 * example.
1260 { 1119 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1120 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1121 * convert to decimal and then 'pickup <#>
1263 } 1122 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1268#if 0 1349#if 0
1269 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1271 { 1352 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1354 }
1274 { 1355 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1359#endif
1360 continue;
1361 }
1362 }
1363 } /* the new pickup model */
1281 } 1364 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1365
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1366 return !stop;
1445} 1367}
1446 1368
1447/* 1369/*
1448 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1372 * found object is returned.
1451 */ 1373 */
1374object *
1452object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1453{ 1376{
1454 object *tmp = NULL; 1377 object *tmp = 0;
1455 1378
1456 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1461 return op; 1383 return op;
1384
1462 return tmp; 1385 return tmp;
1463} 1386}
1464 1387
1465/* 1388/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1393 */
1471 1394object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1396{
1474 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1476 1399
1477 if (!type) 1400 if (!type)
1478 return NULL; 1401 return NULL;
1479 1402
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1406 {
1407 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1409 if (i > betterby)
1486 tmp = ntmp; 1410 {
1487 betterby = i; 1411 tmp = ntmp;
1488 } 1412 betterby = i;
1413 }
1414 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1490 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1419 {
1493 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1421 {
1495 return arrow; 1422 *better = 100;
1496 } else { 1423 return arrow;
1497 tmp = arrow; 1424 }
1425 else
1426 {
1427 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1429 }
1500 } else { 1430 }
1431 else
1432 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1502 attacktype = 1<<attacknum; 1435 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1438 {
1439 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1441 }
1508 } 1442 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1444 {
1445 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1447 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1449 {
1450 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1452 }
1453 }
1454 }
1517 } 1455 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1457 return find_arrow (op, type);
1522 1458
1523 *better = betterby; 1459 *better = betterby;
1524 return tmp; 1460 return tmp;
1525} 1461}
1526 1462
1527/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1465 * op = the shooter
1530 * type = bow->race 1466 * type = bow->race
1531 * dir = fire direction 1467 * dir = fire direction
1532 */ 1468 */
1533 1469
1470object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1535{ 1472{
1536 object *tmp = NULL; 1473 object *tmp = NULL;
1537 mapstruct *m; 1474 maptile *m;
1538 int i, mflags, found, number; 1475 int i, mflags, found, number;
1539 sint16 x, y; 1476 sint16 x, y;
1540 1477
1541 if (op->map == NULL) 1478 if (op->map == NULL)
1542 return find_arrow(op, type); 1479 return find_arrow (op, type);
1543 1480
1544 /* do a dex check */ 1481 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1484 return find_arrow (op, type);
1548 1485
1549 m = op->map; 1486 m = op->map;
1550 x = op->x; 1487 x = op->x;
1551 y = op->y; 1488 y = op->y;
1552 1489
1553 /* find the first target */ 1490 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1555 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1559 tmp = NULL; 1498 tmp = NULL;
1560 break; 1499 break;
1500 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1504 * perhaps a bad assumption.
1564 */ 1505 */
1565 tmp = NULL; 1506 tmp = NULL;
1566 break; 1507 break;
1567 } 1508 }
1568 if (mflags & P_IS_ALIVE) { 1509 if (mflags & P_IS_ALIVE)
1510 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1513 {
1572 break; 1514 found++;
1573 } 1515 break;
1516 }
1574 if (found) 1517 if (found)
1575 break; 1518 break;
1576 } 1519 }
1577 } 1520 }
1578 if (tmp == NULL) 1521 if (tmp == NULL)
1579 return find_arrow(op, type); 1522 return find_arrow (op, type);
1580 1523
1581 if (tmp->head) 1524 if (tmp->head)
1582 tmp = tmp->head; 1525 tmp = tmp->head;
1583 1526
1584 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1585} 1528}
1586 1529
1587/* 1530/*
1588 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1535 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1536 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1538 * player fire modes.
1596 */ 1539 */
1540int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1542{
1600 object *left, *bow; 1543 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1544 int bowspeed, mflags;
1603 mapstruct *m; 1545 maptile *m;
1604 1546
1605 if (!dir) { 1547 if (!dir)
1548 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1550 return 0;
1608 } 1551 }
1552
1609 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1611 else { 1555 else
1556 {
1612 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1615 */ 1560 */
1616 if(bow->type==BOW) 1561 if (bow->type == BOW)
1617 break; 1562 break;
1618 1563
1619 if (!bow) { 1564 if (!bow)
1565 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1567 return 0;
1622 } 1568 }
1623 } 1569 }
1570
1624 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1574 return 0;
1627 } 1575 }
1628 1576
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1578
1631 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1634 if (bowspeed < 1) 1583 if (bowspeed < 1)
1635 bowspeed = 1; 1584 bowspeed = 1;
1636 1585
1637 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1639 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1593 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1645 return 0; 1596 return 0;
1646 } 1597 }
1647 } 1598 }
1599
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1602 return 0;
1651 } 1603
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1607 return 0;
1655 } 1608 }
1656 1609
1657 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1612 {
1613 arrow->destroy ();
1614 return 0;
1615 }
1663 1616
1664 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1622 return 0;
1670 return 0;
1671 } 1623 }
1672 set_owner(arrow, op); 1624
1673 if (arrow->skill) free_string(arrow->skill); 1625 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1626 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1627 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1628
1680 if (op->type == PLAYER) { 1629 if (op->type == PLAYER)
1630 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1632 op->update_stats ();
1683 } 1633 }
1684 1634
1685 SET_ANIMATION(arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1689 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1691 1643
1692 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1693 * added to the damage. I think the strength bonus is more proper.
1694 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1645
1700 /* update the speed */ 1646 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1649
1706 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1710 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1711 if (op->type == PLAYER) { 1655 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1662 }
1663 else
1664 {
1722 arrow->level = op->level; 1665 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic;
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1723 } 1670 }
1724 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 arrow->stats.wc -= arrow->level;
1673
1725 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying);
1728 1675
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1678
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1681
1737 if (!was_destroyed(arrow, tag)) 1682 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1683 move_arrow (arrow);
1739 1684
1740 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1686 {
1687 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1743 else 1689 else
1744 esrv_send_item(op, left); 1690 esrv_send_item (op, left);
1745 } 1691 }
1692
1746 return 1; 1693 return 1;
1747} 1694}
1748 1695
1749/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1697 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1698 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1699 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1700 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1701 * hence the function name.
1755 */ 1702 */
1703int
1756int player_fire_bow(object *op, int dir) 1704player_fire_bow (object *op, int dir)
1757{ 1705{
1758 int ret=0, wcmod=0; 1706 int ret = 0, wcmod = 0;
1759 1707
1760 if (op->contr->bowtype == bow_bestarrow) { 1708 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1709 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1711 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1715 wcmod = -1;
1716
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1718 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1719 else if (op->contr->bowtype == bow_threewide)
1720 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1725 else if (op->contr->bowtype == bow_spreadshot)
1726 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1730
1778 } else { 1731 }
1732 else
1733 {
1779 /* Simple case */ 1734 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1736 }
1782 return ret; 1737 return ret;
1783} 1738}
1784 1739
1785 1740
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1788 */ 1743 */
1744void
1789void fire_misc_object(object *op, int dir) 1745fire_misc_object (object *op, int dir)
1790{ 1746{
1791 object *item; 1747 object *item;
1792 1748
1793 if (!op->contr->ranges[range_misc]) { 1749 if (!op->contr->ranges[range_misc])
1750 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1752 return;
1796 } 1753 }
1797 1754
1798 item = op->contr->ranges[range_misc]; 1755 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1756 if (!item->inv)
1757 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1758 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1759 return;
1802 } 1760 }
1803 if (item->type == WAND) { 1761 if (item->type == WAND)
1762 {
1804 if(item->stats.food<=0) { 1763 if (item->stats.food <= 0)
1764 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 1767 return;
1808 } 1768 }
1769 }
1809 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1771 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 1775 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1777 else
1815 else 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1779 return;
1819 } 1780 }
1820 } 1781 }
1821 1782
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1825 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1826 object *tmp; 1789 {
1827 if (item->arch) { 1790 object *tmp;
1791
1792 if (item->arch)
1793 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1830 item->speed = 0; 1796 item->set_speed (0);
1831 update_ob_speed(item); 1797 }
1832 } 1798
1833 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1801 }
1836 } 1802 }
1837 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1804 drain_rod_charge (item);
1839 }
1840 } 1805 }
1841} 1806}
1842 1807
1843/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1844 */ 1809 */
1810void
1845void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1846 int spellcost=0; 1813 int spellcost = 0;
1847 1814
1848 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1850 1818
1851 switch(op->contr->shoottype) { 1819 switch (op->contr->shoottype)
1820 {
1852 case range_none: 1821 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 1822 return;
1889 default: 1823
1824 case range_bow:
1825 player_fire_bow (op, dir);
1826 return;
1827
1828 case range_magic: /* Casting spells */
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1830 return;
1831
1832 case range_misc:
1833 fire_misc_object (op, dir);
1834 return;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 1856 return;
1892 } 1857 }
1893} 1858}
1894
1895
1896 1859
1897/* find_key 1860/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1865 * pl is the player,
1903 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1906 */ 1869 */
1907 1870object *
1908object * find_key(object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1909{ 1872{
1910 object *tmp,*key; 1873 object *tmp, *key;
1911 1874
1912 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1876 if (!container->inv)
1877 return 0;
1914 1878
1915 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1882 if (door->type == DOOR && tmp->type == KEY)
1883 break;
1918 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1920 */ 1886 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1888 break;
1923 } 1889 }
1890
1924 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1894 * a key, return
1928 */ 1895 */
1929 if (!tmp) { 1896 if (!tmp)
1897 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1931 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1901 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1902 {
1903 if ((key = find_key (pl, tmp, door)))
1904 return key;
1905 }
1906 }
1907
1908 if (!tmp)
1909 return NULL;
1934 } 1910 }
1935 } 1911
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1913 * see if we actually want to use it
1940 */ 1914 */
1941 if (pl!=container) { 1915 if (pl != container)
1916 {
1942 /* Only let players use keys in containers */ 1917 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1918 if (!pl->contr)
1919 return NULL;
1944 /* cases where this fails: 1920 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1921 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1922 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1923 * If the container is not active, return now since only active
1948 * containers can be used. 1924 * containers can be used.
1949 * If we only search keyrings and the container does not have 1925 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1926 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1927 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1928 * inv must have been an container and must have been active.
1953 * 1929 *
1954 * Change the color so that the message doesn't disappear with 1930 * Change the color so that the message doesn't disappear with
1955 * all the others. 1931 * all the others.
1956 */ 1932 */
1957 if (pl->contr->usekeys == key_inventory || 1933 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1934 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1936 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1939 return NULL;
1966 } 1940 }
1967 } 1941 }
1942
1968 return tmp; 1943 return tmp;
1969} 1944}
1970 1945
1971/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1948 * such that the caller should not do anything more,
1974 * 0 otherwise 1949 * 0 otherwise
1975 */ 1950 */
1951static int
1976static int player_attack_door(object *op, object *door) 1952player_attack_door (object *op, object *door)
1977{ 1953{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
1982 */ 1957 */
1983 object *key=find_key(op, op, door); 1958 object *key = find_key (op, op, door);
1984 1959
1985 /* IF we found a key, do some extra work */ 1960 /* IF we found a key, do some extra work */
1986 if (key) { 1961 if (key)
1962 {
1987 object *container=key->env; 1963 object *container = key->env;
1988 1964
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1966 if (action_makes_visible (op))
1967 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op);
1970
1992 if (door->type == DOOR) { 1971 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1974 {
1997 "You open the door with the %s", query_short_name(key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1977 }
1978
2000 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2003 if (container != op) 1982 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2005 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1986 }
2006 } else if (door->type==LOCKED_DOOR) { 1987 else if (door->type == LOCKED_DOOR)
1988 {
2007 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 1991 return 1;
2010 } 1992 }
1993
2011 return 0; 1994 return 0;
2012} 1995}
2013 1996
2014/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2019 */ 2002 */
2020 2003void
2021void move_player_attack(object *op, int dir) 2004move_player_attack (object *op, int dir)
2022{ 2005{
2023 object *tmp, *mon, *tpl; 2006 object *tmp, *mon;
2024 sint16 nx, ny; 2007 sint16 nx, ny;
2025 int on_battleground; 2008 int on_battleground;
2026 mapstruct *m; 2009 maptile *m;
2027 2010
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2011 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2012 ny = freearr_y[dir] + op->y;
2032 2013
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2034 2015
2035 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2023 * move_ob uses.
2043 */ 2024 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050 2026 {
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2028 {
2029 m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2053 return; 2037 return;
2054 }
2055 2038
2056 mon = NULL; 2039 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2043 * on the space
2061 */ 2044 */
2062 while (tmp!=NULL) { 2045 while (tmp)
2046 {
2063 if (tmp == op) { 2047 if (tmp == op)
2064 tmp=tmp->above; 2048 {
2065 continue; 2049 tmp = tmp->above;
2066 } 2050 continue;
2051 }
2052
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2054 {
2069 break; 2055 mon = tmp;
2070 } 2056 break;
2057 }
2058
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2060 mon = tmp;
2061
2073 tmp=tmp->above; 2062 tmp = tmp->above;
2074 } 2063 }
2075 2064
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2066 return; /* into a wall */
2078 2067
2079 if(mon->head != NULL) 2068 if (mon->head)
2080 mon = mon->head; 2069 mon = mon->head;
2081 2070
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2072 if (player_attack_door (op, mon))
2073 return;
2084 2074
2085 /* The following deals with possibly attacking peaceful 2075 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2076 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2077 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2078 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2079 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2080 * and thus will not push them.
2091 */ 2081 */
2092 2082
2093 /* If the creature is a pet, push it even if the player is not 2083 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2084 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2085 * player owns it and it is either friendly or unagressive.
2096 */ 2086 */
2097 if ((op->type==PLAYER) 2087 if ((op->type == PLAYER)
2098#if COZY_SERVER 2088#if COZY_SERVER
2099 && 2089 &&
2100 ( 2090 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2092#else
2106 && get_owner(mon)==op 2093 && mon->owner == op
2107#endif 2094#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2096 {
2110 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2098 if (op->contr->braced)
2099 return;
2100
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2102 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2115 return; 2106 return;
2116 } 2107 }
2117 2108
2118 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2111 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2112 * attack them either.
2122 */ 2113 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2117 (op->contr->peaceful
2118 || (mon->type == PLAYER
2119 && mon->contr->
2120 peaceful)) &&
2128#else 2121#else
2129 op->contr->peaceful && 2122 op->contr->peaceful &&
2130#endif 2123#endif
2131 !on_battleground 2124 !on_battleground))
2125 {
2126 if (!op->contr->braced)
2132 )) { 2127 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2129 push_ob (mon, dir, op);
2136 } else { 2130 }
2131 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2133
2134 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op);
2136 }
2137
2142 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2139 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2140 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2142 {
2146 recursive_roll(mon,dir,op); 2143 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2144 if (action_makes_visible (op))
2148 } 2145 make_visible (op);
2146 }
2149 2147
2150 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2153 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2156 {
2160 2157
2161 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2159 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2160 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2161 * incurred a 1 tick offset.
2165 */ 2162 */
2166 if (!op->contr->has_hit) { 2163 if (!op->contr->has_hit)
2164 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2166
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2168 }
2171 2169
2172 skill_attack(mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2173 2171
2174 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2175 * the wiz.
2178 */ 2176 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2178 {
2181 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2180
2182 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2185 } 2184 }
2186 if(action_makes_visible(op)) make_visible(op); 2185
2187 } 2186 if (action_makes_visible (op))
2187 make_visible (op);
2188 }
2188 } /* if player should attack something */ 2189 } /* if player should attack something */
2189} 2190}
2190 2191
2192int
2191int move_player(object *op,int dir) { 2193move_player (object *op, int dir)
2194{
2192 int pick; 2195 int pick;
2193 object *transport = op->contr->transport;
2194 2196
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2198 return 0;
2199
2200 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9))
2202 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0;
2205 }
2206
2207 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210
2211 op->facing = dir;
2212
2213 if (op->hide)
2214 do_hidden_move (op);
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ;
2218 else if (op->contr->fire_on)
2219 fire (op, dir);
2220 else
2221 {
2222 move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239 return 0;
2257} 2240}
2258 2241
2259/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2243 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2245 * the new speed values for commands.
2263 * 2246 *
2264 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2265 */ 2248 */
2249int
2266int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2267{ 2251{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2285 flee_player(op); 2254 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2288 op->speed_left--; 2258 op->speed_left--;
2289 return 0; 2259 return 0;
2290 } 2260 }
2291 } 2261 }
2292 2262
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2265 * called, so we recheck it here.
2308 */ 2266 */
2309 HandleClient(&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2268 return 1;
2311 2269
2270 if (op->speed_left > 0)
2271 {
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2313 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2275 op->speed_left--;
2315 2276
2316 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2319 */ 2280 */
2320 move_player(op, op->direction); 2281 move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2282
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2322 else return 0; 2287 return 0;
2323 } 2288}
2289
2290int
2291save_life (object *op)
2292{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2294 return 0;
2325}
2326 2295
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2301
2338 query_name(tmp));
2339 if (op->contr) 2302 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2304
2342 free_object(tmp); 2305 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2344 if(op->stats.hp<0) 2308 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2346 if(op->stats.food<0) 2311 if (op->stats.food < 0)
2347 op->stats.food = 999; 2312 op->stats.food = 999;
2348 fix_player(op); 2313
2314 op->update_stats ();
2349 return 1; 2315 return 1;
2350 } 2316 }
2317
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2321 return 0;
2355} 2322}
2356 2323
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2324/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2325 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2326 * function will descend into containers. op is the object to start the search
2360 * from. 2327 * from.
2361 */ 2328 */
2329void
2362void remove_unpaid_objects(object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2363{ 2331{
2364 object *next;
2365
2366 while (op) { 2332 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2333 {
2368 * we remove object 'op' 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2335
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2337 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348}
2383 2349
2384/* 2350/*
2385 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2354 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2355 * but there isn't one in the server directory.
2390 */ 2356 */
2357char *
2391char *gravestone_text (object *op) 2358gravestone_text (object *op)
2392{ 2359{
2393 static char buf2[MAX_BUF]; 2360 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2361 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2362 time_t now = time (NULL);
2396 2363
2397 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2367 else
2401 sprintf (buf, "%s\n", op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2371 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2374 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2378 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2379 if (op->type == PLAYER)
2380 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2383 strcat (buf2, buf);
2414 } 2384 }
2385
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2418 return buf2; 2390 return buf2;
2419} 2391}
2420 2392
2421 2393void
2422
2423void do_some_living(object *op) { 2394do_some_living (object *op)
2395{
2424 int last_food=op->stats.food; 2396 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2397 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2398 int over_hp, over_sp, over_grace;
2427 int i; 2399 int i;
2428 int rate_hp = 1200; 2400 int rate_hp = 1200;
2429 int rate_sp = 2500; 2401 int rate_sp = 2500;
2430 int rate_grace = 2000; 2402 int rate_grace = 2000;
2431 const int max_hp = 1; 2403 const int max_hp = 1;
2432 const int max_sp = 1; 2404 const int max_sp = 1;
2433 const int max_grace = 1; 2405 const int max_grace = 1;
2434 2406
2435 if (op->contr->outputs_sync) { 2407 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2408 {
2437 if (op->contr->outputs[i].buf!=NULL && 2409 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2410 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2440 } 2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2441 2425
2442 if(op->contr->state==ST_PLAYING) { 2426 if (op->contr->ns->state == ST_PLAYING)
2443 2427 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2430 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2432 else
2433 {
2449 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2436 }
2437
2452 if(op->contr->gen_sp >= 0 ) 2438 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2440 else
2441 {
2455 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2444 }
2445
2458 if(op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2448 else
2449 {
2461 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2452 }
2464 2453
2465 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2458 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2459 {
2460 op->stats.sp++;
2470 /* dms do not consume food */ 2461 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2463 {
2464 op->stats.food--;
2473 if(op->contr->digestion<0) 2465 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
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);
2478 } 2494 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2495
2499 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2498 if (--op->last_grace < 0)
2499 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2502
2503 if (max_grace > 1)
2504 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2506 if (over_grace > 0)
2507 op->stats.sp += over_grace 2507 {
2508 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2509 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2510 op->last_grace = 0;
2510 } else { 2511 }
2512 else
2513 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2515 }
2513 } else { 2516 }
2517 else
2518 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2520 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2521 /* wearing stuff doesn't detract from grace generation. */
2517 } 2522 }
2518 2523
2519 /* Regenerate Hit Points */ 2524 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2525 if (--op->last_heal < 0)
2526 {
2521 if(op->stats.hp<op->stats.maxhp) { 2527 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2528 {
2529 op->stats.hp++;
2523 /* dms do not consume food */ 2530 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2531 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2532 {
2533 op->stats.food--;
2526 if(op->contr->digestion<0) 2534 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2537 op->stats.food = last_food;
2538 }
2539 }
2540
2541 if (max_hp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2547 op->last_heal = 0;
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2553 }
2554 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 }
2531 } 2558 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2559
2547 /* Digestion */ 2560 /* Digestion */
2548 if(--op->last_eat<0) { 2561 if (--op->last_eat < 0)
2562 {
2549#ifdef COZY_SERVER 2563#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2566#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2568#endif
2557 2569
2558 if(op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2572 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2562 /* dms do not consume food */ 2575 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2577 op->stats.food--;
2565 } 2578 }
2566 2579
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2581 {
2582 object *tmp, *flesh = 0;
2569 2583
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2591 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2593 break;
2577 } 2594 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2595 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2596 flesh = tmp;
2580 } /* end of for loop */ 2597 } /* End if paid for object */
2598 } /* end of for loop */
2599
2581 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2601 * eat flesh instead.
2583 */ 2602 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2606 manual_apply (op, flesh, 0);
2587 } 2607 }
2588 } /* end if player is starving */ 2608 }
2589 2609
2590 while(op->stats.food<0&&op->stats.hp>0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2592 2612
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2614 kill_player (op);
2615 }
2595} 2616}
2596
2597
2598 2617
2599/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2621 * file.
2603 */ 2622 */
2623void
2604void kill_player(object *op) 2624kill_player (object *op)
2605{ 2625{
2606 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2607 int x,y,i; 2627 int x, y;
2628
2629 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2631
2609 int z; 2632 /* int z;
2610 int num_stats_lose; 2633 int num_stats_lose;
2611 int lost_a_stat; 2634 int lost_a_stat;
2612 int lose_this_stat; 2635 int lose_this_stat;
2613 int this_stat; 2636 int this_stat; */
2614 int will_kill_again; 2637 int will_kill_again;
2615 archetype *at; 2638 archetype *at;
2616 object *tmp; 2639 object *tmp;
2617 2640
2618 if(save_life(op)) 2641 if (save_life (op))
2619 return; 2642 return;
2620 2643
2621 2644
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2646 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2647 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2648 */
2626 if (op_on_battleground(op, &x, &y)) { 2649 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 {
2628 "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2653
2631
2632 /* restore player */ 2654 /* restore player */
2633 at = find_archetype("poisoning"); 2655 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2657 {
2636 remove_ob(tmp); 2658 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2660 }
2640 2661
2641 at = find_archetype("confusion"); 2662 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2664 {
2644 remove_ob(tmp); 2665 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2667 }
2648 2668
2649 cure_disease(op,0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2671 if (op->stats.food <= 0)
2652 2672 op->stats.food = 999;
2673
2653 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2676 {
2657 sprintf(buf,"%s's finger",op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2678 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2682 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2683 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2684 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2685 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2686 }
2687
2670 /* teleport defeated player to new destination*/ 2688 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2690 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2691 return;
2692 }
2679 2693
2694 INVOKE_PLAYER (DEATH, op->contr);
2695
2680 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2681 2697
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2698 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2699 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2701 strcpy (op->contr->killer, "starvation");
2693 } 2702 }
2694 else { 2703 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2704 sprintf (buf, "%s died.", &op->name);
2702 } 2705
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2707
2705 /* save the map location for corpse, gravestone*/ 2708 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2709 x = op->x;
2710 y = op->y;
2711 map = op->map;
2707 2712
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
2713 */ 2716 */
2714 2717
2715 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2720 * of death.
2718 */ 2721 */
2719#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2723 if (settings.balanced_stat_loss)
2724 {
2721 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2727 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2730 little bit harder. */
2727 /* GD */ 2731 /* GD */
2728 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2733 num_stats_lose = 1;
2730 else 2734 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2736 }
2737 else
2733 num_stats_lose = 1; 2738 num_stats_lose = 1;
2734 } 2739
2735 lost_a_stat = 0; 2740 lost_a_stat = 0;
2736 2741
2737 for (z=0; z<num_stats_lose; z++) { 2742 for (z = 0; z < num_stats_lose; z++)
2743 {
2738 i = RANDOM() % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2739 2745
2740 if (settings.stat_loss_on_death) { 2746 if (settings.stat_loss_on_death)
2747 {
2741 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2749 * what he lost.
2743 */ 2750 */
2744 change_attr_value(&(op->stats), i,-1); 2751 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2752 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2756 lost_a_stat = 1;
2750 } else { 2757 }
2758 else
2759 {
2751 /* deplete a stat */ 2760 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2761 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2754 2766 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2767 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2768 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2769 }
2788 if (lose_this_stat) { 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
2772 {
2773 /* GD */
2774 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2775 this_stat = get_attr_value (&(dep->stats), i);
2776 if (this_stat < 0)
2777 {
2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2779 int keep_chance = this_stat * this_stat;
2780
2781 /* Yes, I am paranoid. Sue me. */
2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787 {
2788 lose_this_stat = 0;
2789 /* Take loss chance vs keep chance to see if we
2790 retain the stat. */
2791 }
2792 else
2793 {
2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
2799 }
2800 }
2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2806 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2807 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2808 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2809 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2810 * difference.
2795 */ 2811 */
2796 if (this_stat>=-50) { 2812 if (this_stat >= -50)
2813 {
2797 change_attr_value(&(dep->stats), i, -1); 2814 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2815 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2817 op->update_stats ();
2801 lost_a_stat = 1; 2818 lost_a_stat = 1;
2802 } 2819 }
2803 } 2820 }
2821 }
2804 } 2822 }
2805 }
2806 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2824 if (!lost_a_stat)
2808 { 2825 {
2809 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2827 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2828 const char *god = determine_god (op);
2829
2812 if (god && (strcmp(god, "none"))) 2830 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2832 else
2815 " you.", god); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2837#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2838
2824 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2840 * exp loss on the stone.
2826 */ 2841 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2844 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2846 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2847 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);
2833 "who was killed\n" 2848 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2849 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2851
2841 /**************************************/ 2852 /**************************************/
2842 /* */ 2853 /* */
2843 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
2846 /* */ 2857 /* */
2847 /**************************************/ 2858 /**************************************/
2848 2859
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2860 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2861 /* restore player */
2851 at = find_archetype("poisoning"); 2862 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2863 tmp = present_arch_in_ob (at, op);
2864
2853 if (tmp) { 2865 if (tmp)
2854 remove_ob(tmp); 2866 {
2855 free_object(tmp); 2867 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2869 }
2858 2870
2859 at = find_archetype("confusion"); 2871 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2873 if (tmp)
2862 remove_ob(tmp); 2874 {
2863 free_object(tmp); 2875 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2877 }
2878
2866 cure_disease(op,0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
2867 2880
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2882 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2888
2875 /* 2889 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
2878 * in the map. 2892 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2894
2889 /****************************************/ 2895 /****************************************/
2890 /* */ 2896 /* */
2891 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2893 /* */ 2899 /* */
2894 /****************************************/ 2900 /****************************************/
2895 2901
2896 enter_player_savebed(op); 2902 enter_player_savebed (op);
2897 2903
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2904 op->contr->braced = 0;
2902 save_player(op,1);
2903 2905
2904 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2909 * on the space that might harm the player.
2908 */ 2910 */
2909 will_kill_again=0; 2911 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
2913 } 2915
2914 if (will_kill_again) { 2916 if (will_kill_again)
2917 {
2915 object *force; 2918 object *force;
2916 int at; 2919 int at;
2917 2920
2918 force=get_archetype(FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2923 force->speed = 0.1;
2921 force->speed_left=-5.0; 2924 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2926 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2928 force->resist[at] = 100;
2926 } 2929
2927 insert_ob_in_ob(force, op); 2930 insert_ob_in_ob (force, op);
2928 fix_player(op); 2931 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2932
2933 }
2934
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2936}
3004 2937
3005 2938void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2939loot_object (object *op)
2940{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2941 object *tmp, *tmp2, *next;
3008 2942
3009 if (op->container) { /* close open sack first */ 2943 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2944
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2945 for (tmp = op->inv; tmp; tmp = next)
2946 {
3014 next=tmp->below; 2947 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2948
3016 remove_ob(tmp); 2949 if (tmp->invisible)
2950 continue;
2951
2952 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2953 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2954
3019 loot_object(tmp); 2955 if (tmp->type == CONTAINER)
3020 } 2956 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2957
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 {
3023 if(tmp->nrof>1) { 2960 if (tmp->nrof > 1)
2961 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2963 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 }
2966 else
2967 tmp->destroy ();
2968 }
3027 } else 2969 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2971 }
3032} 2972}
3033 2973
3034/* 2974/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2977 * was changed.
3038 */ 2978 */
3039 2979void
3040void fix_weight(void) { 2980fix_weight (void)
3041 player *pl; 2981{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2982 for_all_players (pl)
2983 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985
3044 if(old == sum) 2986 if (old == sum)
3045 continue; 2987 continue;
3046 fix_player(pl->ob); 2988 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2990 }
3050} 2991}
3051 2992
2993void
3052void fix_luck(void) { 2994fix_luck (void)
3053 player *pl; 2995{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2996 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2998 pl->ob->change_luck (0);
3057} 2999}
3058
3059 3000
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3063 */ 3004 */
3064
3065void 3005void
3066cast_dust (object * op, object * throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3067{ 3007{
3068 object *skop, *spob; 3008 object *skop, *spob;
3069 3009
3070 skop = find_skill_by_name (op, throw_ob->skill); 3010 skop = find_skill_by_name (op, throw_ob->skill);
3071 3011
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3012 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3013 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3014 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3015 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 3016 return;
3078 } 3017 }
3079 3018
3080 spob = throw_ob->inv; 3019 spob = throw_ob->inv;
3081 3020
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3021 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 3022 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3023 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3024 if (!spob)
3086 { 3025 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3026 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 3027 return;
3090 } 3028 }
3091 3029
3092 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3032
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3034
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3036}
3101 3037
3038void
3102void make_visible (object *op) { 3039make_visible (object *op)
3040{
3103 op->hide = 0; 3041 op->hide = 0;
3104 op->invisible = 0; 3042 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 3043 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3044 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3045 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3046 op->contr->invis_race = 0;
3047 }
3048
3049 update_object (op, UP_OBJ_CHANGE);
3050}
3051
3052int
3053is_true_undead (object *op)
3054{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056 return 1;
3057
3121 return 0; 3058 return 0;
3122} 3059}
3123 3060
3124/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3063 * indicate greater hideability.
3127 */ 3064 */
3128 3065
3066int
3129int hideability(object *ob) { 3067hideability (object *ob)
3068{
3130 int i,level=0, mflag; 3069 int i, level = 0, mflag;
3131 sint16 x,y; 3070 sint16 x, y;
3132 3071
3133 if(!ob||!ob->map) return 0; 3072 if (!ob || !ob->map)
3073 return 0;
3134 3074
3135 /* so, on normal lighted maps, its hard to hide */ 3075 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3076 level = ob->map->darkness - 2;
3137 3077
3138 /* this also picks up whether the object is glowing. 3078 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3079 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3080 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3081 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness));
3142 3083
3143 /* scan through all nearby squares for terrain to hide in */ 3084 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3088 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue;
3091 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3093 level += 2;
3149 else /* open terrain! */ 3094 else /* open terrain! */
3150 level -= 1; 3095 level -= 1;
3151 } 3096 }
3152 3097
3153#if 0 3098#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3099 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3100#endif
3156 return level; 3101 return level;
3157} 3102}
3158 3103
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3104/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3105 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3106 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3108 */
3164 3109
3110void
3165void do_hidden_move (object *op) { 3111do_hidden_move (object *op)
3112{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3114 object *skop;
3168 3115
3169 if(!op || !op->map) return; 3116 if (!op || !op->map)
3117 return;
3170 3118
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3120
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3122 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3123 if (!skop || num >= skop->level)
3124 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3126 make_visible (op);
3178 return; 3127 return;
3179 } else num += 20;
3180 } 3128 }
3129 else
3130 num += 20;
3131
3181 num += op->map->difficulty; 3132 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3134 num -= hide;
3135
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 {
3185 make_visible(op); 3138 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3139 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3141 }
3189 else if (op->type == PLAYER && skop) { 3142 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 3144}
3193 3145
3194/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3195 3147
3148int
3196int stand_near_hostile( object *who ) { 3149stand_near_hostile (object *who)
3150{
3197 object *tmp=NULL; 3151 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3153 maptile *m;
3200 sint16 x,y; 3154 sint16 x, y;
3201 3155
3202 if(!who) return 0; 3156 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3157 return 0;
3158
3159 if (who->type == PLAYER)
3160 player = 1;
3161
3162 else
3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3164
3165 /* search adjacent squares */
3166 for (i = 1; i < 9; i++)
3167 {
3168 x = who->x + freearr_x[i];
3169 y = who->y + freearr_y[i];
3170 m = who->map;
3171 mflags = get_map_flags (m, &m, x, y, &x, &y);
3172 /* space must be blocked if there is a monster. If not
3173 * blocked, don't need to check this space.
3174 */
3175 if (mflags & P_OUT_OF_MAP)
3176 continue;
3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3178 continue;
3179
3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 {
3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183 return 1;
3184 else if (tmp->type == PLAYER)
3185 {
3186 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3188 return 1;
3189 }
3190 }
3191 }
3192 return 0;
3232} 3193}
3233 3194
3234/* check the player los field for viewability of the 3195/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3196 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3197 * but we dont worry if the object isnt the top one in
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 3204 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3205 * -b.t.
3245 * This function is now map tiling safe. 3206 * This function is now map tiling safe.
3246 */ 3207 */
3247 3208
3209int
3248int player_can_view (object *pl,object *op) { 3210player_can_view (object *pl, object *op)
3211{
3249 rv_vector rv; 3212 rv_vector rv;
3250 int dx,dy; 3213 int dx, dy;
3251 3214
3252 if(pl->type!=PLAYER) { 3215 if (pl->type != PLAYER)
3216 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3218 return -1;
3279 op = op->more;
3280 } 3219 }
3220
3221 if (!pl || !op)
3281 return 0; 3222 return 0;
3223
3224 op = op->head_ ();
3225
3226 get_rangevector (pl, op, &rv, 0x1);
3227
3228 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any
3230 * part that is in the los array but isnt on
3231 * a blocked los square.
3232 * we use the archetype to figure out offsets.
3233 */
3234 while (op)
3235 {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1;
3247 op = op->more;
3248 }
3249 return 0;
3282} 3250}
3283 3251
3284/* routine for both players and monsters. We call this when 3252/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3253 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3254 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3255 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3256 * return 0.
3289 */ 3257 */
3258int
3290int action_makes_visible (object *op) { 3259action_makes_visible (object *op)
3260{
3291 3261
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3265 return 0;
3295 3266
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3297 3269
3298 /* If monsters, they should become visible */ 3270 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3274 return 1;
3302 } 3275 }
3303 } 3276 }
3304 return 0; 3277 return 0;
3305} 3278}
3306 3279
3307/* op_on_battleground - checks if the given object op (usually 3280/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3281 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3282 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3283 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3284 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3285 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3286 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3287 */
3288int
3315int op_on_battleground (object *op, int *x, int *y) { 3289op_on_battleground (object *op, int *x, int *y)
3290{
3316 object *tmp; 3291 object *tmp;
3317 3292
3318 /* A battleground-tile needs the following attributes to be valid: 3293 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3296 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3297 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3298 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3305 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3306 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3331 object *invtmp; 3309 object *invtmp;
3310
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3312 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3317 return 1;
3318 }
3319 }
3320 }
3335 if (x != NULL && y != NULL) 3321 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3323 return 1;
3338 } 3324 }
3339 } 3325 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3326 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3327 /* If we got here, did not find a battleground */
3348 return 0; 3328 return 0;
3349} 3329}
3350 3330
3351/* 3331/*
3355 * attributes: 3335 * attributes:
3356 * object *who the dragon player 3336 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3337 * int atnr the attack-number of the ability focus
3358 * int level ability level 3338 * int level ability level
3359 */ 3339 */
3340void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3341dragon_ability_gain (object *who, int atnr, int level)
3342{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3343 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3344 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3345 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3346 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3348 int i = 0, j = 0;
3367 3349
3368 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3377 3359
3378 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3379 return; 3361 return;
3380 3362
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3364
3383 3365 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3366 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3368 return;
3387 } 3369 }
3388 3370
3389 /* everything seems okay - now bring on the gift: */ 3371 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3372 item = &(tr->item->clone);
3391 3373
3392 if (item->type == SPELL) { 3374 if (item->type == SPELL)
3375 {
3393 if (check_spell_known (who, item->name)) 3376 if (check_spell_known (who, item->name))
3394 return; 3377 return;
3395 3378
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3379 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3380 do_learn_spell (who, item, 0);
3398 return; 3381 return;
3399 } 3382 }
3400 3383
3401 /* grant direct spell */ 3384 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3385 if (item->type == SPELLBOOK)
3386 {
3403 if (!item->inv) { 3387 if (!item->inv)
3388 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3389 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3390 return;
3407 } 3391 }
3408 if (check_spell_known (who, item->inv->name)) 3392 if (check_spell_known (who, item->inv->name))
3409 return; 3393 return;
3410 if (item->invisible) { 3394 if (item->invisible)
3395 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3396 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3397 do_learn_spell (who, item->inv, 0);
3413 return; 3398 return;
3414 } 3399 }
3415 } 3400 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3401 else if (item->type == SKILL_TOOL && item->invisible)
3402 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3403 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404 {
3418 3405
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3406 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3407 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3408 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3409 * but not all of them, he gets nothing.
3423 */ 3410 */
3424 if (!(skop->attacktype & item->attacktype)) { 3411 if (!(skop->attacktype & item->attacktype))
3412 {
3425 /* Give new attacktype */ 3413 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3414 skop->attacktype |= item->attacktype;
3427 3415
3428 /* always add physical if there's none */ 3416 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3417 skop->attacktype |= AT_PHYSICAL;
3430 3418
3431 if (item->msg != NULL) 3419 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3420 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3421
3434 /* Give player new face */ 3422 /* Give player new face */
3435 if (item->animation_id) { 3423 if (item->animation_id)
3424 {
3436 who->face = skop->face; 3425 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3426 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3427 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3428 who->last_anim = 0;
3440 who->state = 0; 3429 who->state = 0;
3441 animate_object(who, who->direction); 3430 animate_object (who, who->direction);
3442 } 3431 }
3432 }
3433 }
3443 } 3434 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3435 else if (item->type == FORCE)
3436 {
3447 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3438 object *skin;
3439
3449 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 skin=skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 if (skin == NULL) return; 3443 ;
3453 3444
3445 if (!skin)
3446 return;
3447
3454 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3452
3458 /* print message */ 3453 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3454 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3455 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3456 {
3462 if (j) 3457 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3458 {
3464 else 3459 if (j)
3465 j = 1; 3460 strcat (buf, " and ");
3461 else
3462 j = 1;
3466 strcat(buf, spellpathnames[i]); 3463 strcat (buf, spellpathnames[i]);
3467 } 3464 }
3468 } 3465 }
3469 strcat(buf,"."); 3466 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3468 }
3472 3469
3473 /* evtl. adding flags: */ 3470 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3471 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3472 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3473 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3474 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3476 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3477
3481 /* print message if there is one */ 3478 /* print message if there is one */
3482 if (item->msg != NULL) 3479 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 }
3482 else
3484 } 3483 {
3485 else {
3486 /* generate misc. treasure */ 3484 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3485 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3487 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3488 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3489 esrv_send_item (who, tmp);
3492 } 3490 }
3493} 3491}
3494 3492
3495/** 3493/**
3496 * Unready an object for a player. This function does nothing if the object was 3494 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3495 * not readied.
3498 */ 3496 */
3497void
3499void player_unready_range_ob(player *pl, object *ob) { 3498player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3499{
3501
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3503 if (pl->ranges[i] == ob) { 3501 if (pl->ranges[i] == ob)
3502 {
3504 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3505 if (pl->shoottype == i) { 3504 if (pl->shoottype == i)
3506 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3507 }
3508 } 3506 }
3509 }
3510} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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