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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.105 by root, Thu Mar 1 20:25:06 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 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", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
195 203
196/* Redo this to do both get_player_ob and get_player. 204 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 205 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 206
206 if (!p) { 207 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 208}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 209
211 /* This adds the player in the linked list. There is extra 210// connect the player with a specific client
212 * complexity here because we want to add the new player at the 211// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 212void
214 * that needs to be done except for things like output of 213player::connect (client *ns)
215 * 'who'. 214{
216 */ 215 this->ns = ns;
217 player *tmp = first_player; 216 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 217
225 p->next = NULL; 218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
226 } 245 {
246 object *tmp, *abil = 0, *skin = 0;
227 247
228 /* Clears basically the entire player structure except 248 shstr_cmp dragon_ability_force ("dragon_ability_force");
229 * for next and socket. 249 shstr_cmp dragon_skin_force ("dragon_skin_force");
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
234 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 318 * we deal with that below this point.
236 */ 319 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 323
243#ifdef AUTOSAVE 324 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 325
245#endif 326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
246 344 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 345 ob->destroy_inv (false);
346 ob->destroy ();
248 347 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 348}
300 349
301 350player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 351{
305 strcpy(op->contr->maplevel, first_map_path); 352 /* Clear item stack */
306 op->x = -1; 353 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 354}
310 355
311/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
313 * mode. 358 * mode.
314 */ 359 */
360player *
361player::create ()
362{
363 player *pl = new player;
315 364
316int add_player(NewSocket *ns) { 365 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 366
319 p=get_player(NULL); 367 pl->ob->roll_stats ();
320 p->socket = *ns; 368 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 369 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 370
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 371 set_first_map (pl->ob);
331 372
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 373 return pl;
339} 374}
340 375
341/* 376/*
342 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 379 * Note: there MUST be at least one player archetype!
345 */ 380 */
381archetype *
346archetype *get_player_archetype(archetype* at) 382get_player_archetype (archetype *at)
347{ 383{
348 archetype *start = at; 384 archetype *start = at;
385
349 for (;;) { 386 for (;;)
387 {
350 if (at==NULL || at->next==NULL) 388 if (at == NULL || at->next == NULL)
351 at=first_archetype; 389 at = first_archetype;
352 else 390 else
353 at=at->next; 391 at = at->next;
392
354 if(at->clone.type==PLAYER) 393 if (at->clone.type == PLAYER)
355 return at; 394 return at;
395
356 if (at == start) { 396 if (at == start)
397 {
357 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 399 exit (-1);
359 } 400 }
360 } 401 }
361} 402}
362 403
363 404object *
364object *get_nearest_player(object *mon) { 405get_nearest_player (object *mon)
406{
365 object *op = NULL; 407 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 408 objectlink *ol;
368 unsigned lastdist; 409 unsigned lastdist;
369 rv_vector rv; 410 rv_vector rv;
370 411
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 {
372 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
376 */ 418 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
378 object *tmp=ol->ob; 421 object *tmp = ol->ob;
379 422
380 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 424 * itself will have been cleared.
382 */ 425 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
384 ol = ol->next; 428 ol = ol->next;
385 remove_friendly_object(tmp); 429 remove_friendly_object (tmp);
430 if (!ol)
386 if (!ol) return op; 431 return op;
387 } 432 }
388 433
389 /* Remove special check for player from this. First, it looks to cause 434 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 436 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 437 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 438 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 439 * on_same_map check, as can_detect_enemy also does this
395 */ 440 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
400 op=ol->ob; 446 op = ol->ob;
401 lastdist=rv.distance; 447 lastdist = rv.distance;
402 } 448 }
403 } 449 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 454 {
412 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
472 520
473 x=mon->x; 521 x = mon->x;
474 y=mon->y; 522 y = mon->y;
475 m=mon->map; 523 m = mon->map;
476 dir = rv.direction; 524 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
479 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
481 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
482 lastx = x; 534 lastx = x;
483 lasty = y; 535 lasty = y;
484 lastmap = m; 536 lastmap = m;
485 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
487 539
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 542
491 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
494 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
496 */ 549 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
499 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 554 * the values so it will try again.
501 */ 555 */
502 x = lastx; 556 x = lastx;
503 y = lasty; 557 y = lasty;
504 m = lastmap; 558 m = lastmap;
505 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
506 } else { 561 else
562 {
507 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
508 * either the left or right. 564 * either the left or right.
509 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 569 * stepping back and forth
514 */ 570 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 576 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 583 * the last direction the creature has successfully
526 * moved. 584 * moved.
527 */ 585 */
528 586
529 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 589 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
537 598
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
539 } 601 }
540 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
542 */ 604 */
543 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 606 return 0;
545 diff--; 607 diff--;
546 lastdir=dir; 608 lastdir = dir;
547 max--; 609 max--;
548 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
549 } /* else check alternate directions */ 612 } /* else check alternate directions */
550 } /* if blocked */ 613 } /* if blocked */
551 else { 614 else
615 {
552 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
553 diff--; 617 diff--;
554 max--; 618 max--;
555 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
556 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
557 } 625 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 627 * headed toward player for entire distance.
561 */ 628 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 631 }
565 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
566 } 635 }
636
567 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 638 if (!max)
639 return 0;
569 640
570 return firstdir; 641 return firstdir;
571} 642}
572 643
644void
573void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
574 object *op,*next=NULL; 647 object *op, *next = NULL;
575 648
576 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 651
579 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
580 next = op->below; 654 next = op->below;
581 655
582 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 657 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 658 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
587 661
588 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 663 * by this player due to race restrictions
590 */ 664 */
591 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 672 {
602 } 673 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 674 continue;
622 } 675 }
623 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 685 {
686 object *tmp;
625 687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
626 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 706 }
629 707
630 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 709 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 710 * merged properly.
633 */ 711 */
634 if (need_identify(op)) { 712 if (need_identify (op))
713 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
638 } 719 {
639 if(op->type==SPELL) { 720 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
643 } 724 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 726 op->stats.exp = 0;
647 op->level = 1; 727 op->level = 1;
648 } 728 }
649 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
652 733
653 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
654 link_player_skills(pl); 735 link_player_skills (pl);
655} 736}
656 737
657void get_name(object *op) { 738void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
734 if (party == NULL) { 741 if (party == NULL)
742 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 744 return;
737 } 745 }
746
738 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 751}
743
744 752
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
746int roll_stat(void) { 755roll_stat (void)
756{
747 int a[4],i,j,k; 757 int a[4], i, j, k;
748 758
749 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) rndm (6) + 1;
751 761
752 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 763 if (a[i] < k)
754 k=a[i],j=i; 764 k = a[i], j = i;
755 765
756 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 767 if (i != j)
758 k+=a[i]; 768 k += a[i];
759 } 769
760 return k; 770 return k;
761} 771}
762 772
763void roll_stats(object *op) { 773void
764 int sum=0; 774object::roll_stats ()
765 int i = 0, j = 0; 775{
766 int statsort[7]; 776 int statsort [7];
767 777
778 for (;;)
768 do { 779 {
769 op->stats.Str=roll_stat(); 780 int sum = 0;
770 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
781 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 790
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
809 798
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 799 stats.exp = 0;
821 op->stats.ac=0; 800 stats.ac = 0;
822 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
823 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
826 811
827 fix_player(op); 812 contr->orig_stats = stats;
813 }
814}
815
816void
817object::swap_stats (int a, int b)
818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822
823 stats.Str = contr->orig_stats.Str;
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
828 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
831 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
832} 851}
833 852
834void Roll_Again(object *op) 853static void
854start_info (object *op)
835{ 855{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
844 857
845 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 862}
953 863
954/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
958 * not the class. 868 * not the class.
959 */ 869 */
960 870int
961int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
962{ 872{
963 int tmp_loop; 873 int tmp_loop;
964 874
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
971 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
972 878
973 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 892 op->msg = NULL;
985 }
986 893
987 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
988 * to save here. 895 * to save here.
989 */ 896 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 898 make_path_to_file (buf);
992 899
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 900 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 903 link_player_skills (op);
1000 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
1001 fix_player(op); 905 op->update_stats ();
1002 906
1003 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1004 * is one for this race 908 * is one for this race
1005 */ 909 */
1006 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1007 object *tmp; 912 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1011 first_map_ext_path, op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 916 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 917 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1018 * default initial map */ 922 * default initial map */
1019 free_object(tmp); 923 tmp->destroy ();
924 }
1020 } else { 925 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 927
1023 return 0; 928 return 0;
1024 } 929 }
1025 930
1026 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1028 */ 933 */
1029 934
1030 tmp_loop = 0; 935 tmp_loop = 0;
1031 while(!tmp_loop) { 936 while (!tmp_loop)
1032 const char *name = add_string (op->name); 937 {
938 shstr name = op->name;
1033 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1034 remove_statbonus(op); 941 op->remove_statbonus ();
1035 remove_ob (op); 942 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1038 op->instantiate (); 945 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 947 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 948 op->x = x;
1045 op->y = y; 949 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 953 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 955 }
956
1055 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 959 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 962 op->stats.grace = 0;
963
1061 if (op->msg) 964 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 968 return 0;
1065} 969}
1066 970
1067int key_confirm_quit(object *op, char key) 971void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 972flee_player (object *op)
973{
1113 int dir,diff; 974 int dir, diff;
1114 rv_vector rv; 975 rv_vector rv;
1115 976
1116 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
981 return;
982 }
983
984 if (op->enemy == NULL)
985 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return;
1007 }
1008
1009 get_rangevector (op, op->enemy, &rv, 0);
1010
1011 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++)
1013 {
1014 int m = 1 - (RANDOM () & 2);
1015
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1017 return;
1120 } 1018 }
1121 1019
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1022 op->enemy = NULL;
1156} 1023}
1157 1024
1158 1025
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1028 * stop.
1162 */ 1029 */
1030int
1163int check_pick(object *op) { 1031check_pick (object *op)
1032{
1164 object *tmp, *next; 1033 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1034 int stop = 0;
1167 int j, k, wvratio; 1035 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1169 1037
1170
1171 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1173 return 1; 1040 return 1;
1174 1041
1175 op_tag = op->count;
1176
1177 next = op->below; 1042 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1045 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1184 { 1047 {
1185 tmp = next; 1048 tmp = next;
1186 next = tmp->below; 1049 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1050
1190 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1191 return 0; 1052 return 0;
1192 1053
1193 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1194 continue; 1055 continue;
1195 1056
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1058 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1060 pick_up (op, tmp);
1200 continue; 1061 continue;
1201 } 1062 }
1202 1063
1203 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1205 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1206 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1207 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1208 return 1; 1073 return 1;
1074 case 2:
1209 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1210 return 0; 1076 return 0;
1077 case 3:
1211 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1212 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1213 break; 1081 break;
1082 case 5:
1214 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1215 stop = 1; 1084 stop = 1;
1216 break; 1085 break;
1217 case 6: 1086 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1088 pick_up (op, tmp);
1221 break; 1089 break;
1222 1090
1223 case 7: 1091 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1093 pick_up (op, tmp);
1226 break; 1094 break;
1227 1095
1228 default: 1096 default:
1229 /* use value density */ 1097 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1100 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1101 }
1262 } 1102 }
1263 } 1103 else
1104 { /* old model */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG)
1107 {
1108 /* some debugging code to figure out item information */
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1265 1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1360 }
1272 { 1361 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1365#endif
1279 } 1366 continue;
1280 /* philosophy: 1367 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1368 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1370 }
1440 } /* the new pickup model */ 1371
1441 }
1442 return ! stop; 1372 return !stop;
1443} 1373}
1444 1374
1445/* 1375/*
1446 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1378 * found object is returned.
1449 */ 1379 */
1380object *
1450object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1451{ 1382{
1452 object *tmp = NULL; 1383 object *tmp = 0;
1453 1384
1454 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1459 return op; 1389 return op;
1390
1460 return tmp; 1391 return tmp;
1461} 1392}
1462 1393
1463/* 1394/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1399 */
1469 1400object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1402{
1472 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1474 1405
1475 if (!type) 1406 if (!type)
1476 return NULL; 1407 return NULL;
1477 1408
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1481 i = 0; 1413 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1415 if (i > betterby)
1416 {
1484 tmp = ntmp; 1417 tmp = ntmp;
1485 betterby = i; 1418 betterby = i;
1486 } 1419 }
1420 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1488 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1425 {
1491 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1492 *better = 100; 1428 *better = 100;
1493 return arrow; 1429 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1430 }
1498 } else { 1431 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1432 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1433 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1435 }
1515 } 1436 }
1437 else
1438 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1441 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447 }
1448 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 }
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 }
1516 } 1459 }
1460 }
1517 } 1461 }
1518 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1463 return find_arrow (op, type);
1520 1464
1521 *better = betterby; 1465 *better = betterby;
1522 return tmp; 1466 return tmp;
1523} 1467}
1524 1468
1525/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1471 * op = the shooter
1528 * type = bow->race 1472 * type = bow->race
1529 * dir = fire direction 1473 * dir = fire direction
1530 */ 1474 */
1531 1475
1476object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1533{ 1478{
1534 object *tmp = NULL; 1479 object *tmp = NULL;
1535 mapstruct *m; 1480 maptile *m;
1536 int i, mflags, found, number; 1481 int i, mflags, found, number;
1537 sint16 x, y; 1482 sint16 x, y;
1538 1483
1539 if (op->map == NULL) 1484 if (op->map == NULL)
1540 return find_arrow(op, type); 1485 return find_arrow (op, type);
1541 1486
1542 /* do a dex check */ 1487 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1490 return find_arrow (op, type);
1546 1491
1547 m = op->map; 1492 m = op->map;
1548 x = op->x; 1493 x = op->x;
1549 y = op->y; 1494 y = op->y;
1550 1495
1551 /* find the first target */ 1496 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1553 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1557 tmp = NULL; 1504 tmp = NULL;
1505 break;
1506 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption.
1511 */
1512 tmp = NULL;
1513 break;
1514 }
1515 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1558 break; 1524 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1525 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1526 }
1576 if (tmp == NULL) 1527 if (tmp == NULL)
1577 return find_arrow(op, type); 1528 return find_arrow (op, type);
1578 1529
1579 if (tmp->head) 1530 if (tmp->head)
1580 tmp = tmp->head; 1531 tmp = tmp->head;
1581 1532
1582 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1583} 1534}
1584 1535
1585/* 1536/*
1586 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1541 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1542 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1543 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1544 * player fire modes.
1594 */ 1545 */
1546int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1548{
1598 object *left, *bow; 1549 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1550 int bowspeed, mflags;
1601 mapstruct *m; 1551 maptile *m;
1602 1552
1603 if (!dir) { 1553 if (!dir)
1554 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1556 return 0;
1606 } 1557 }
1558
1607 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1609 else { 1561 else
1562 {
1610 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1565 * don't need to switch back and forth between bows and weapons.
1613 */ 1566 */
1614 if(bow->type==BOW) 1567 if (bow->type == BOW)
1615 break; 1568 break;
1616 1569
1617 if (!bow) { 1570 if (!bow)
1571 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1573 return 0;
1620 } 1574 }
1621 } 1575 }
1576
1622 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1580 return 0;
1625 } 1581 }
1626 1582
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1584
1629 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1632 if (bowspeed < 1) 1589 if (bowspeed < 1)
1633 bowspeed = 1; 1590 bowspeed = 1;
1634 1591
1635 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1637 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1599 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1601 return 0;
1644 } 1602 }
1645 } 1603 }
1604
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1607 return 0;
1649 } 1608
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1612 return 0;
1653 } 1613 }
1654 1614
1655 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1617 {
1658 free_object(arrow); 1618 arrow->destroy ();
1659 return 0; 1619 return 0;
1660 } 1620 }
1661 1621
1662 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1627 return 0;
1669 } 1628 }
1670 set_owner(arrow, op); 1629
1671 if (arrow->skill) free_string(arrow->skill); 1630 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1631 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1632 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1633
1678 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1637 op->update_stats ();
1681 } 1638 }
1682 1639
1683 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1689 1646
1690 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1692 */ 1649 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1698 /* update the speed */ 1653 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1656
1704 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1708 1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1665
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1667 }
1668 else
1669 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 }
1673
1722 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1724 if (bow->slaying != NULL) 1677 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1678 arrow->slaying = bow->slaying;
1726 1679
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1682
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1685
1735 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1687 move_arrow (arrow);
1737 1688
1738 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1741 else 1693 else
1742 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1743 } 1695 }
1696
1744 return 1; 1697 return 1;
1745} 1698}
1746 1699
1747/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1701 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1705 * hence the function name.
1753 */ 1706 */
1707int
1754int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1755{ 1709{
1756 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1757 1711
1758 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1713 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1715 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1719 wcmod = -1;
1720
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1722 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1734
1776 } else { 1735 }
1736 else
1737 {
1777 /* Simple case */ 1738 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1740 }
1780 return ret; 1741 return ret;
1781} 1742}
1782 1743
1783 1744
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1786 */ 1747 */
1748void
1787void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1788{ 1750{
1789 object *item; 1751 object *item;
1790 1752
1791 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1756 return;
1794 } 1757 }
1795 1758
1796 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1760 if (!item->inv)
1761 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1763 return;
1800 } 1764 }
1801 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1802 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1771 return;
1806 } 1772 }
1773 }
1807 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1779 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1781 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1783 return;
1817 } 1784 }
1818 } 1785 }
1819 1786
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1823 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1824 object *tmp; 1794 object *tmp;
1795
1825 if (item->arch) { 1796 if (item->arch)
1797 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1828 item->speed = 0; 1800 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1801 }
1802
1831 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1805 }
1834 } 1806 }
1835 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1808 drain_rod_charge (item);
1837 }
1838 } 1809 }
1839} 1810}
1840 1811
1841/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1842 */ 1813 */
1814void
1843void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1844 int spellcost=0; 1817 int spellcost = 0;
1845 1818
1846 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1848 1822
1849 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1850 case range_none: 1825 case range_none:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir);
1830 return;
1831
1832 case range_magic: /* Casting spells */
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834 return;
1835
1836 case range_misc:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1855 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1856 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1857
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1887 default: 1863 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1865 return;
1890 } 1866 }
1891} 1867}
1892
1893
1894 1868
1895/* find_key 1869/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1874 * pl is the player,
1901 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1904 */ 1878 */
1905 1879object *
1906object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1907{ 1881{
1908 object *tmp,*key; 1882 object *tmp, *key;
1909 1883
1910 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1885 if (!container->inv)
1886 return 0;
1912 1887
1913 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1916 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1918 */ 1895 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1897 break;
1921 } 1898 }
1899
1922 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1903 * a key, return
1926 */ 1904 */
1927 if (!tmp) { 1905 if (!tmp)
1906 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1929 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1910 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1932 } 1914 }
1933 } 1915 }
1916
1917 if (!tmp)
1934 if (!tmp) return NULL; 1918 return NULL;
1935 } 1919 }
1920
1936 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1945 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1951
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1990 if (door->type == DOOR) { 1980 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "You open the door with the %s", query_short_name(key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1987
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2001 if (container != op) 1991 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2003 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
1995 }
2004 } else if (door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1997 {
2005 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2000 return 1;
2008 } 2001 }
2002
2009 return 0; 2003 return 0;
2010} 2004}
2011 2005
2012/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2017 */ 2011 */
2018 2012void
2019void move_player_attack(object *op, int dir) 2013move_player_attack (object *op, int dir)
2020{ 2014{
2021 object *tmp, *mon; 2015 object *tmp, *mon;
2022 sint16 nx, ny; 2016 sint16 nx, ny;
2023 int on_battleground; 2017 int on_battleground;
2024 mapstruct *m; 2018 maptile *m;
2025 2019
2026 nx=freearr_x[dir]+op->x; 2020 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2021 ny = freearr_y[dir] + op->y;
2028 2022
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2030 2024
2031 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2029 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2030 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2031 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2032 * move_ob uses.
2039 */ 2033 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 } 2037 {
2038 m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2045 else m =op->map; 2043 m = op->map;
2046 2044
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2045 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2049 return; 2108 return;
2050 }
2051 2109
2052 mon = NULL; 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2111 (void) push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2112 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2113 make_visible (op);
2056 * on the space 2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2057 */ 2122 */
2058 while (tmp!=NULL) { 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2125#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2126 (op->contr->peaceful
2127 || (mon->type == PLAYER
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground))
2134 {
2135 if (!op->contr->braced)
2136 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op);
2062 } 2139 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2140 else
2064 mon = tmp; 2141 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145 }
2146
2147 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced.
2149 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155 }
2156
2157 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen.
2162 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 {
2174 op->speed_left += op->speed / op->contr->weapon_sp;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2177 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2178
2075 if(mon->head != NULL) 2179 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2180
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2181 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2182 * hitback, and doesn't loose luck either.
2080 2183 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2184 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2185 */
2088 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2187 {
2129 if (!op->contr->braced) { 2188 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189
2131 (void) push_ob(mon,dir,op); 2190 mon->contr->has_hit = 1;
2132 } else { 2191 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2192 mon->stats.luck = luck;
2134 } 2193 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2194
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2195 if (action_makes_visible (op))
2144 } 2196 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2197 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2198 } /* if player should attack something */
2185} 2199}
2186 2200
2201int
2187int move_player(object *op,int dir) { 2202move_player (object *op, int dir)
2203{
2188 int pick; 2204 int pick;
2189 2205
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2207 return 0;
2208
2209 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9))
2211 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0;
2214 }
2215
2216 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219
2220 op->facing = dir;
2221
2222 if (op->hide)
2223 do_hidden_move (op);
2224
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ;
2227 else if (op->contr->fire_on)
2228 fire (op, dir);
2229 else
2230 {
2231 move_player_attack (op, dir);
2232 pick = check_pick (op);
2233 }
2234
2235 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing.
2237 */
2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 op->direction = dir;
2240 else
2241 op->direction = 0;
2242
2243 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities
2245 * for players.
2246 */
2247 animate_object (op, op->facing);
2248 return 0;
2231} 2249}
2232 2250
2233/* This is similar to handle_player, below, but is only used by the 2251/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2252 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2253 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2254 * the new speed values for commands.
2237 * 2255 *
2238 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2239 */ 2257 */
2258int
2240int handle_newcs_player(object *op) 2259handle_newcs_player (object *op)
2241{ 2260{
2242 if (op->contr->hidden) { 2261 if (op->contr->hidden)
2262 {
2243 op->invisible = 1000; 2263 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2264 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2265 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2266 * alternate it here for it to work correctly.
2247 */ 2267 */
2248 if (pticks & 2) op->invisible--; 2268 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2252 if(!op->invisible) { 2274 if (!op->invisible)
2275 {
2253 make_visible(op); 2276 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2278 }
2256 } 2279 }
2257 2280
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2281 if (QUERY_FLAG (op, FLAG_SCARED))
2282 {
2259 flee_player(op); 2283 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2284 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 {
2262 op->speed_left--; 2287 op->speed_left--;
2263 return 0; 2288 return 0;
2264 } 2289 }
2265 } 2290 }
2266 2291
2267 /* I've been seeing crashes where the golem has been destroyed, but 2292 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2293 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2294 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2295 * put this in a a workaround to clean up the golem pointer.
2271 */ 2296 */
2272 if (op->contr->ranges[range_golem] && 2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2298 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2299
2279 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2302 * called, so we recheck it here.
2282 */ 2303 */
2283 HandleClient(&op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2305 return 1;
2285 2306
2307 if (op->speed_left > 0)
2308 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2287 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2312 op->speed_left--;
2289 2313
2290 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2293 */ 2317 */
2294 move_player(op, op->direction); 2318 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2319
2296 else return 0; 2320 return op->speed_left > 0;
2321 }
2297 } 2322 }
2323
2324 return 0;
2325}
2326
2327int
2328save_life (object *op)
2329{
2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2331 return 0;
2299}
2300 2332
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2338
2312 query_name(tmp));
2313 if (op->contr) 2339 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2340 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2341
2316 free_object(tmp); 2342 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344
2318 if(op->stats.hp<0) 2345 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2347
2320 if(op->stats.food<0) 2348 if (op->stats.food < 0)
2321 op->stats.food = 999; 2349 op->stats.food = 999;
2322 fix_player(op); 2350
2351 op->update_stats ();
2323 return 1; 2352 return 1;
2324 } 2353 }
2354
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2358 return 0;
2329} 2359}
2330 2360
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2361/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2362 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2363 * function will descend into containers. op is the object to start the search
2334 * from. 2364 * from.
2335 */ 2365 */
2366void
2336void remove_unpaid_objects(object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2337{ 2368{
2338 object *next;
2339
2340 while (op) { 2369 while (op)
2370 {
2341 next=op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2372
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2374 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2377
2378 op->insert_at (env);
2351 } 2379 }
2380 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2353 op=next; 2383 op = next;
2354 } 2384 }
2355} 2385}
2356
2357 2386
2358/* 2387/*
2359 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2364 */ 2393 */
2394char *
2365char *gravestone_text (object *op) 2395gravestone_text (object *op)
2366{ 2396{
2367 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2399 time_t now = time (NULL);
2370 2400
2371 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2404 else
2375 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2408 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2411 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2415 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2420 strcat (buf2, buf);
2388 } 2421 }
2422
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2392 return buf2; 2427 return buf2;
2393} 2428}
2394 2429
2395 2430void
2396
2397void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2398 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2401 int i; 2436 int i;
2402 int rate_hp = 1200; 2437 int rate_hp = 1200;
2403 int rate_sp = 2500; 2438 int rate_sp = 2500;
2404 int rate_grace = 2000; 2439 int rate_grace = 2000;
2405 const int max_hp = 1; 2440 const int max_hp = 1;
2406 const int max_sp = 1; 2441 const int max_sp = 1;
2407 const int max_grace = 1; 2442 const int max_grace = 1;
2408 2443
2409 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL &&
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2449 }
2415 2450
2416 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2417 2452 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2457 else
2458 {
2423 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2461 }
2462
2426 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2465 else
2466 {
2429 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2469 }
2470
2432 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2473 else
2474 {
2435 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2477 }
2438 2478
2439 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2484 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2485 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2486 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2463 } 2494 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2487 } else { 2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520
2521 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531 if (over_grace > 0)
2532 {
2533 op->stats.sp += over_grace
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535 op->last_grace = 0;
2536 }
2537 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2545 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2491 } 2547 }
2492 2548
2493 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2495 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2496 op->stats.hp++; 2554 op->stats.hp++;
2497 /* dms do not consume food */ 2555 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2557 {
2558 op->stats.food--;
2500 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2505 } 2583 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2584
2521 /* Digestion */ 2585 /* Digestion */
2522 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2523#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2591#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2593#endif
2531 2594
2532 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2597 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2536 /* dms do not consume food */ 2600 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2602 op->stats.food--;
2539 } 2603 }
2540 2604
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 {
2542 object *tmp, *flesh=NULL; 2607 object *tmp, *flesh = 0;
2543 2608
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2618 break;
2551 } 2619 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2553 } /* End if paid for object */ 2622 } /* End if paid for object */
2554 } /* end of for loop */ 2623 } /* end of for loop */
2624
2555 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2626 * eat flesh instead.
2557 */ 2627 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2561 } 2632 }
2562 } /* end if player is starving */ 2633 }
2563 2634
2564 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2566 2637
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2639 kill_player (op);
2640 }
2569} 2641}
2570
2571
2572 2642
2573/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2646 * file.
2577 */ 2647 */
2648void
2578void kill_player(object *op) 2649kill_player (object *op)
2579{ 2650{
2580 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2581 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2583 int z; 2657 /* int z;
2584 int num_stats_lose; 2658 int num_stats_lose;
2585 int lost_a_stat; 2659 int lost_a_stat;
2586 int lose_this_stat; 2660 int lose_this_stat;
2587 int this_stat; 2661 int this_stat; */
2588 int will_kill_again; 2662 int will_kill_again;
2589 archetype *at; 2663 archetype *at;
2590 object *tmp; 2664 object *tmp;
2591 2665
2592 if(save_life(op)) 2666 if (save_life (op))
2593 return; 2667 return;
2594 2668
2595 2669
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2673 */
2600 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2602 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2678
2605
2606 /* restore player */ 2679 /* restore player */
2607 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2682 {
2610 remove_ob(tmp); 2683 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2689 {
2614 2690 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2692 }
2622 2693
2623 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2626 2697 op->stats.food = 999;
2698
2627 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2701 {
2631 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2703 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2707 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2711 }
2712
2644 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2715 op->contr->braced = 0;
2647 return; 2716 return;
2648 } 2717 }
2649 2718
2650 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2651 2720
2652 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2653 2722
2654 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2724 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2663 } 2727 }
2664 else { 2728 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2672 } 2730
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2732
2675 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2677 2737
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2683 */ 2741 */
2684 2742
2685 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2745 * of death.
2688 */ 2746 */
2689#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2691 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2752 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2755 little bit harder. */
2697 /* GD */ 2756 /* GD */
2698 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2758 num_stats_lose = 1;
2704 } 2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2705 lost_a_stat = 0; 2765 lost_a_stat = 0;
2706 2766
2707 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2708 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2709 2770
2710 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2711 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2774 * what he lost.
2713 */ 2775 */
2714 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2781 lost_a_stat = 1;
2720 } else { 2782 }
2783 else
2784 {
2721 /* deplete a stat */ 2785 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2724 2791 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2729 } 2794 }
2730 lose_this_stat = 1; 2795 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2796 if (settings.balanced_stat_loss)
2797 {
2732 /* GD */ 2798 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2799 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2801 if (this_stat < 0)
2802 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2804 int keep_chance = this_stat * this_stat;
2805
2738 /* Yes, I am paranoid. Sue me. */ 2806 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2807 if (keep_chance < 1)
2740 keep_chance = 1; 2808 keep_chance = 1;
2741 2809
2742 /* There is a maximum depletion total per level. */ 2810 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2744 lose_this_stat = 0; 2813 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2815 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2816 }
2756 } 2817 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2818 {
2766 if (this_stat>=-50) { 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2824 }
2773 } 2825 }
2774 } 2826 }
2775 } 2827
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2778 { 2838 {
2779 /* determine_god() seems to not work sometimes... why is this? 2839 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2840 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2842 op->update_stats ();
2785 " you.", god); 2843 lost_a_stat = 1;
2786 else 2844 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2845 }
2846 }
2847 }
2848 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat)
2850 {
2851 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */
2853 const char *god = determine_god (op);
2854
2855 if (god && (strcmp (god, "none")))
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2862#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2863
2794 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2865 * exp loss on the stone.
2796 */ 2866 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2803 "who was killed\n" 2873 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2876
2811 /**************************************/ 2877 /**************************************/
2812 /* */ 2878 /* */
2813 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2816 /* */ 2882 /* */
2817 /**************************************/ 2883 /**************************************/
2818 2884
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2886 /* restore player */
2821 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2889
2824 remove_ob(tmp); 2890 if (tmp)
2825 free_object(tmp); 2891 {
2892 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2894 }
2828 2895
2829 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2898 if (tmp)
2832 remove_ob(tmp); 2899 {
2833 free_object(tmp); 2900 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2902 }
2903
2836 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2837 2905
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2913
2845 /* 2914 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
2847 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2917 * in the map.
2849 */ 2918 */
2850 2919
2851 if (is_in_shop (op)) 2920 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2853 2922
2854 /****************************************/ 2923 /****************************************/
2855 /* */ 2924 /* */
2856 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2858 /* */ 2927 /* */
2859 /****************************************/ 2928 /****************************************/
2860 2929
2861 enter_player_savebed(op); 2930 enter_player_savebed (op);
2862 2931
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2932 op->contr->braced = 0;
2867 save_player(op,1);
2868 2933
2869 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2937 * on the space that might harm the player.
2873 */ 2938 */
2874 will_kill_again=0; 2939 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2878 } 2943
2879 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2880 object *force; 2946 object *force;
2881 int at; 2947 int at;
2882 2948
2883 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2951 force->speed = 0.1;
2886 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2956 force->resist[at] = 100;
2957
2958 insert_ob_in_ob (force, op);
2959 op->update_stats ();
2960
2961 }
2962
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964}
2965
2966void
2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next;
2970
2971 op->close_container (); /* close open sack first */
2972
2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
2975 next = tmp->below;
2976
2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y;
2982
2983 if (tmp->type == CONTAINER)
2984 loot_object (tmp); /* empty container to ground */
2985
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 {
2988 if (tmp->nrof > 1)
2989 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2993 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2994 else
2950 delete_character(op->name,1); 2995 tmp->destroy ();
2951 } 2996 }
2952 } 2997 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2999 }
2997} 3000}
2998 3001
2999/* 3002/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3005 * was changed.
3003 */ 3006 */
3004 3007void
3005void fix_weight(void) { 3008fix_weight (void)
3006 player *pl; 3009{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3010 for_all_players (pl)
3011 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3013
3009 if(old == sum) 3014 if (old == sum)
3010 continue; 3015 continue;
3011 fix_player(pl->ob); 3016 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3018 }
3015} 3019}
3016 3020
3021void
3017void fix_luck(void) { 3022fix_luck (void)
3018 player *pl; 3023{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3024 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3026 pl->ob->change_luck (0);
3022} 3027}
3023
3024 3028
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3028 */ 3032 */
3029
3030void 3033void
3031cast_dust (object * op, object * throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3032{ 3035{
3033 object *skop, *spob; 3036 object *skop, *spob;
3034 3037
3035 skop = find_skill_by_name (op, throw_ob->skill); 3038 skop = find_skill_by_name (op, throw_ob->skill);
3036 3039
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3040 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3042 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3044 return;
3043 } 3045 }
3044 3046
3045 spob = throw_ob->inv; 3047 spob = throw_ob->inv;
3046 3048
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3049 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3050 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3051 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3052 if (!spob)
3051 { 3053 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3054 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3055 return;
3055 } 3056 }
3056 3057
3057 if (op->type == PLAYER) 3058 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3059 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3060
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3061 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3062
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3063 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3064}
3066 3065
3066void
3067void make_visible (object *op) { 3067make_visible (object *op)
3068{
3068 op->hide = 0; 3069 op->hide = 0;
3069 op->invisible = 0; 3070 op->invisible = 0;
3070 if(op->type==PLAYER) { 3071 if (op->type == PLAYER)
3072 {
3071 op->contr->tmp_invis = 0; 3073 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3074 op->contr->invis_race = 0;
3073 } 3075 }
3074 update_object(op,UP_OBJ_FACE); 3076 update_object (op, UP_OBJ_FACE);
3075} 3077}
3076 3078
3079int
3077int is_true_undead(object *op) { 3080is_true_undead (object *op)
3081{
3078 object *tmp=NULL; 3082 object *tmp = NULL;
3079 3083
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3084 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3085 return 1;
3081 3086
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3087 return 0;
3087} 3088}
3088 3089
3089/* look at the surrounding terrain to determine 3090/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3091 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3092 * indicate greater hideability.
3092 */ 3093 */
3093 3094
3095int
3094int hideability(object *ob) { 3096hideability (object *ob)
3097{
3095 int i,level=0, mflag; 3098 int i, level = 0, mflag;
3096 sint16 x,y; 3099 sint16 x, y;
3097 3100
3098 if(!ob||!ob->map) return 0; 3101 if (!ob || !ob->map)
3102 return 0;
3099 3103
3100 /* so, on normal lighted maps, its hard to hide */ 3104 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3105 level = ob->map->darkness - 2;
3102 3106
3103 /* this also picks up whether the object is glowing. 3107 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3108 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3109 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3110 if (has_carried_lights (ob))
3111 level = -(10 + (2 * ob->map->darkness));
3107 3112
3108 /* scan through all nearby squares for terrain to hide in */ 3113 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3114 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3115 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3116 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3117 if (mflag & P_OUT_OF_MAP)
3118 {
3119 continue;
3120 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3121 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3122 level += 2;
3114 else /* open terrain! */ 3123 else /* open terrain! */
3115 level -= 1; 3124 level -= 1;
3116 } 3125 }
3117 3126
3118#if 0 3127#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3128 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3129#endif
3121 return level; 3130 return level;
3122} 3131}
3123 3132
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3133/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3134 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3135 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3136 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3137 */
3129 3138
3139void
3130void do_hidden_move (object *op) { 3140do_hidden_move (object *op)
3141{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3142 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3143 object *skop;
3133 3144
3134 if(!op || !op->map) return; 3145 if (!op || !op->map)
3146 return;
3135 3147
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3148 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3149
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3150 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3151 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3152 if (!skop || num >= skop->level)
3153 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3154 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 3155 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3156 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3157 }
3158 else
3159 num += 20;
3160
3161 num += op->map->difficulty;
3162 hide = hideability (op); /* modify by terrain hidden level */
3163 num -= hide;
3164
3165 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3166 {
3167 make_visible (op);
3168 if (op->type == PLAYER)
3169 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3170 }
3154 else if (op->type == PLAYER && skop) { 3171 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3172 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3173}
3158 3174
3159/* determine if who is standing near a hostile creature. */ 3175/* determine if who is standing near a hostile creature. */
3160 3176
3177int
3161int stand_near_hostile( object *who ) { 3178stand_near_hostile (object *who)
3179{
3162 object *tmp=NULL; 3180 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3181 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3182 maptile *m;
3165 sint16 x,y; 3183 sint16 x, y;
3166 3184
3167 if(!who) return 0; 3185 if (!who)
3186 return 0;
3168 3187
3169 if(who->type==PLAYER) player=1; 3188 if (who->type == PLAYER)
3189 player = 1;
3190
3191 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3192 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3193
3172 /* search adjacent squares */ 3194 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3195 for (i = 1; i < 9; i++)
3196 {
3174 x = who->x+freearr_x[i]; 3197 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3198 y = who->y + freearr_y[i];
3176 m = who->map; 3199 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3200 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3201 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3202 * blocked, don't need to check this space.
3180 */ 3203 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3204 if (mflags & P_OUT_OF_MAP)
3205 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3206 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3207 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3208
3185 if((player||friendly) 3209 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3210 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3211 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3212 return 1;
3213 else if (tmp->type == PLAYER)
3214 {
3215 /*don't let a hidden DM prevent you from hiding */
3216 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3217 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3218 }
3194 } 3219 }
3195 } 3220 }
3196 return 0; 3221 return 0;
3197} 3222}
3198 3223
3199/* check the player los field for viewability of the 3224/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3225 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3226 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3233 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3234 * -b.t.
3210 * This function is now map tiling safe. 3235 * This function is now map tiling safe.
3211 */ 3236 */
3212 3237
3238int
3213int player_can_view (object *pl,object *op) { 3239player_can_view (object *pl, object *op)
3240{
3214 rv_vector rv; 3241 rv_vector rv;
3215 int dx,dy; 3242 int dx, dy;
3216 3243
3217 if(pl->type!=PLAYER) { 3244 if (pl->type != PLAYER)
3245 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3246 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3247 return -1;
3220 } 3248 }
3221 if (!pl || !op) return 0;
3222 3249
3223 if(op->head) { op = op->head; } 3250 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3251 return 0;
3252
3253 op = op->head_ ();
3254
3255 get_rangevector (pl, op, &rv, 0x1);
3256
3257 /* starting with the 'head' part, lets loop
3258 * through the object and find if it has any
3259 * part that is in the los array but isnt on
3260 * a blocked los square.
3261 * we use the archetype to figure out offsets.
3262 */
3263 while (op)
3264 {
3265 dx = rv.distance_x + op->arch->clone.x;
3266 dy = rv.distance_y + op->arch->clone.y;
3267
3268 /* only the viewable area the player sees is updated by LOS
3269 * code, so we need to restrict ourselves to that range of values
3270 * for any meaningful values.
3271 */
3272 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3273 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3274 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3275 return 1;
3276 op = op->more;
3277 }
3278 return 0;
3247} 3279}
3248 3280
3249/* routine for both players and monsters. We call this when 3281/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3282 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3283 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3284 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3285 * return 0.
3254 */ 3286 */
3287int
3255int action_makes_visible (object *op) { 3288action_makes_visible (object *op)
3289{
3256 3290
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3291 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3292 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3293 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3294 return 0;
3260 3295
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3296 if (op->contr && op->contr->tmp_invis == 0)
3297 return 0;
3262 3298
3263 /* If monsters, they should become visible */ 3299 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3300 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3301 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3302 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3303 return 1;
3267 } 3304 }
3268 } 3305 }
3269 return 0; 3306 return 0;
3270} 3307}
3271 3308
3272/* op_on_battleground - checks if the given object op (usually 3309/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3310 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3311 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3312 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3313 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3314 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3315 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3316 */
3317int
3280int op_on_battleground (object *op, int *x, int *y) { 3318op_on_battleground (object *op, int *x, int *y)
3319{
3281 object *tmp; 3320 object *tmp;
3282 3321
3283 /* A battleground-tile needs the following attributes to be valid: 3322 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3323 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3324 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3325 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3326 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3327 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3328 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3329 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3330 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3331 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3332 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3333 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3334 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3335 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3336 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3337 {
3296 object *invtmp; 3338 object *invtmp;
3339
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3340 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3341 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3342 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3343 {
3300 if (x != NULL && y != NULL) 3344 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3345 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3346 return 1;
3347 }
3303 } 3348 }
3304 } 3349 }
3305 }
3306 if (x != NULL && y != NULL) 3350 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3351 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3352 return 1;
3353 }
3309 } 3354 }
3310 }
3311 } 3355 }
3312 /* If we got here, did not find a battleground */ 3356 /* If we got here, did not find a battleground */
3313 return 0; 3357 return 0;
3314} 3358}
3315 3359
3316/* 3360/*
3320 * attributes: 3364 * attributes:
3321 * object *who the dragon player 3365 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3366 * int atnr the attack-number of the ability focus
3323 * int level ability level 3367 * int level ability level
3324 */ 3368 */
3369void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3370dragon_ability_gain (object *who, int atnr, int level)
3371{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3372 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3373 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3374 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3375 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3376 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3377 int i = 0, j = 0;
3332 3378
3333 /* get the appropriate treasurelist */ 3379 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3380 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3381 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3382 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3383 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3384 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3385 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3386 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3387 trlist = find_treasurelist ("dragon_ability_poison");
3342 3388
3343 if (trlist == NULL || who->type != PLAYER) 3389 if (trlist == NULL || who->type != PLAYER)
3390 return;
3391
3392 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3393
3394 if (!tr || !tr->item)
3395 {
3396 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3397 return;
3398 }
3399
3400 /* everything seems okay - now bring on the gift: */
3401 item = &(tr->item->clone);
3402
3403 if (item->type == SPELL)
3404 {
3405 if (check_spell_known (who, item->name))
3344 return; 3406 return;
3345 3407
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3408 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3409 do_learn_spell (who, item, 0);
3348 3410 return;
3349 if (tr == NULL || tr->item == NULL) { 3411 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3412
3413 /* grant direct spell */
3414 if (item->type == SPELLBOOK)
3415 {
3416 if (!item->inv)
3417 {
3418 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3419 return;
3420 }
3421 if (check_spell_known (who, item->inv->name))
3351 return; 3422 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3423 if (item->invisible)
3424 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3425 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3426 do_learn_spell (who, item->inv, 0);
3378 return; 3427 return;
3379 } 3428 }
3380 } 3429 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3430 else if (item->type == SKILL_TOOL && item->invisible)
3431 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3432 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3433 {
3383 3434
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3435 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3436 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3437 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3438 * but not all of them, he gets nothing.
3388 */ 3439 */
3389 if (!(skop->attacktype & item->attacktype)) { 3440 if (!(skop->attacktype & item->attacktype))
3441 {
3390 /* Give new attacktype */ 3442 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3443 skop->attacktype |= item->attacktype;
3392 3444
3393 /* always add physical if there's none */ 3445 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3446 skop->attacktype |= AT_PHYSICAL;
3395 3447
3396 if (item->msg != NULL) 3448 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3450
3399 /* Give player new face */ 3451 /* Give player new face */
3400 if (item->animation_id) { 3452 if (item->animation_id)
3453 {
3401 who->face = skop->face; 3454 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3455 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3456 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3457 who->last_anim = 0;
3405 who->state = 0; 3458 who->state = 0;
3406 animate_object(who, who->direction); 3459 animate_object (who, who->direction);
3407 } 3460 }
3408 } 3461 }
3409 } 3462 }
3410 } 3463 }
3411 else if (item->type == FORCE) { 3464 else if (item->type == FORCE)
3465 {
3412 /* forces in the treasurelist can alter the player's stats */ 3466 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3467 object *skin;
3468
3414 /* first get the dragon skin force */ 3469 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3470 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3471 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3472 ;
3418 3473
3474 if (!skin)
3475 return;
3476
3419 /* adding new spellpath attunements */ 3477 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3478 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3479 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3480 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3481
3423 /* print message */ 3482 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3483 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3484 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3485 {
3426 if(item->path_attuned & (1<<i)) { 3486 if (item->path_attuned & (1 << i))
3487 {
3427 if (j) 3488 if (j)
3428 strcat(buf," and "); 3489 strcat (buf, " and ");
3429 else 3490 else
3430 j = 1; 3491 j = 1;
3431 strcat(buf, spellpathnames[i]); 3492 strcat (buf, spellpathnames[i]);
3432 } 3493 }
3433 } 3494 }
3434 strcat(buf,"."); 3495 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3497 }
3437 3498
3438 /* evtl. adding flags: */ 3499 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3500 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3501 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3502 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3503 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3504 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3505 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3506
3446 /* print message if there is one */ 3507 /* print message if there is one */
3447 if (item->msg != NULL) 3508 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3509 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3510 }
3511 else
3449 } 3512 {
3450 else {
3451 /* generate misc. treasure */ 3513 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3514 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3515 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3516 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3517 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3518 esrv_send_item (who, tmp);
3457 } 3519 }
3458} 3520}
3459 3521
3460/** 3522/**
3461 * Unready an object for a player. This function does nothing if the object was 3523 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3524 * not readied.
3463 */ 3525 */
3526void
3464void player_unready_range_ob(player *pl, object *ob) { 3527player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3528{
3466
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3529 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3468 if (pl->ranges[i] == ob) { 3530 if (pl->ranges[i] == ob)
3531 {
3469 pl->ranges[i] = NULL; 3532 pl->ranges[i] = 0;
3470 if (pl->shoottype == i) { 3533 if (pl->shoottype == i)
3471 pl->shoottype = range_none; 3534 pl->shoottype = range_none;
3472 }
3473 } 3535 }
3474 }
3475} 3536}
3537
3538sint8
3539player::visibility_at (maptile *map, int x, int y) const
3540{
3541 if (!ns)
3542 return 0;
3543
3544 int dx, dy;
3545 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3546 return 0;
3547
3548 x += dx - ns->current_x + ns->mapx / 2;
3549 y += dy - ns->current_y + ns->mapy / 2;
3550
3551 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3552 return 0;
3553
3554 return 100 - blocked_los [x][y];
3555}

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