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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.111 by root, Mon Apr 23 11:43:22 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 202
206 if (!p) { 203 ob->remove ();
207 player *tmp; 204 ob->map = 0;
205 party = 0;
208 206
209 p = (player *) malloc(sizeof(player)); 207 // for weird reasons, this is often "ob", keeping a circular reference
210 if(p==NULL) 208 ranges [range_skill] = 0;
211 fatal(OUT_OF_MEMORY);
212 209
213 /* This adds the player in the linked list. There is extra 210 players.erase (this);
214 * complexity here because we want to add the new player at the 211}
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 212
227 p->next = NULL; 213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
228 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
229 250
230 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
231 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
235 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 321 * we deal with that below this point.
237 */ 322 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 323 outputs_sync = 6; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 324 outputs_count = 10; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 326
244#ifdef AUTOSAVE 327 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 328
246#endif 329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
247 347 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 348 ob->destroy_inv (false);
349 ob->destroy ();
249 350 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 351}
301 352
302 353player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 354{
306 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
307 op->x = -1; 356 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 357}
311 358
312/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
314 * mode. 361 * mode.
315 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
316 367
317int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 369
320 p=get_player(NULL); 370 pl->ob->roll_stats ();
321 p->socket = *ns; 371 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 373
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 374 set_first_map (pl->ob);
332 375
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 376 return pl;
340} 377}
341 378
342/* 379/*
343 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
346 */ 383 */
384archetype *
347archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
348{ 386{
349 archetype *start = at; 387 archetype *start = at;
388
350 for (;;) { 389 for (;;)
390 {
351 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
352 at=first_archetype; 392 at = first_archetype;
353 else 393 else
354 at=at->next; 394 at = at->next;
395
355 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
356 return at; 397 return at;
398
357 if (at == start) { 399 if (at == start)
400 {
358 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 402 exit (-1);
360 } 403 }
361 } 404 }
362} 405}
363 406
364 407object *
365object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
366 object *op = NULL; 410 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 411 objectlink *ol;
369 unsigned lastdist; 412 unsigned lastdist;
370 rv_vector rv; 413 rv_vector rv;
371 414
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
373 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
377 */ 421 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
379 object *tmp=ol->ob; 424 object *tmp = ol->ob;
380 425
381 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 427 * itself will have been cleared.
383 */ 428 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
385 ol = ol->next; 431 ol = ol->next;
386 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
387 if (!ol) return op; 433 if (!ol)
388 } 434 return op;
435 }
389 436
390 /* Remove special check for player from this. First, it looks to cause 437 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
396 */ 443 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 445 continue;
399 446
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
409 op=pl->ob; 448 {
449 op = ol->ob;
410 lastdist=rv.distance; 450 lastdist = rv.distance;
451 }
411 } 452 }
412 } 453
413 } 454 for_all_players (pl)
455 if (can_detect_enemy (mon, pl->ob, &rv))
456 if (lastdist > rv.distance)
457 {
458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
414#if 0 462#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 464#endif
417 return op; 465 return op;
418} 466}
419 467
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 469 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 486 * is probably not a good thing.
439 */ 487 */
440#define MAX_SPACES 50 488#define MAX_SPACES 50
441
442 489
443/* 490/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 509 * is blocking itself.
463 */ 510 */
511int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
465 rv_vector rv; 514 rv_vector rv;
466 sint16 x,y; 515 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
469 518
470 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
471 520
472 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 522 return 0;
725}
726 523
727void confirm_password(object *op) { 524 x = mon->x;
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 530
729 op->contr->write_buf[0]='\0'; 531 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 532 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 533 return 0;
732}
733 534
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542
543 mflags = get_map_flags (m, &m, x, y, &x, &y);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 }
635
636 if (diff > max)
637 return 0;
638 }
639
640 /* If we reached the max, didn't find a direction in time */
641 if (!max)
642 return 0;
643
644 return firstdir;
645}
646
647void
648give_initial_items (object *pl, treasurelist * items)
649{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654
655 for (op = pl->inv; op; op = next)
656 {
657 next = op->below;
658
659 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way
661 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
663 SET_FLAG (op, FLAG_APPLIED);
664
665 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions
667 */
668 if (pl->type == PLAYER)
669 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
671 (op->type == ARMOUR || op->type == BOOTS ||
672 op->type == CLOAK || op->type == HELMET ||
673 op->type == SHIELD || op->type == GLOVES ||
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 {
676 op->destroy ();
677 continue;
678 }
679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
688 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
706 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710
711 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be
713 * merged properly.
714 */
715 if (need_identify (op))
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
722 {
723 op->destroy ();
724 continue;
725 }
726 else if (op->type == SKILL)
727 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0;
730 op->level = 1;
731 }
732 /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */
736
737 /* Need to set up the skill pointers */
738 link_player_skills (pl);
739}
740
741void
734void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
735 if (party == NULL) { 744 if (party == NULL)
745 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 747 return;
738 } 748 }
749
739 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 754}
744
745 755
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
747int roll_stat(void) { 758roll_stat (void)
759{
748 int a[4],i,j,k; 760 int a[4], i, j, k;
749 761
750 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
752 764
753 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 766 if (a[i] < k)
755 k=a[i],j=i; 767 k = a[i], j = i;
756 768
757 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 770 if (i != j)
759 k+=a[i]; 771 k += a[i];
760 } 772
761 return k; 773 return k;
762} 774}
763 775
764void roll_stats(object *op) { 776void
765 int sum=0; 777object::roll_stats ()
766 int i = 0, j = 0; 778{
767 int statsort[7]; 779 int statsort [7];
768 780
781 for (;;)
769 do { 782 {
770 op->stats.Str=roll_stat(); 783 int sum = 0;
771 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
782 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 793
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
810 801
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 802 stats.exp = 0;
822 op->stats.ac=0; 803 stats.ac = 0;
823 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
824 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
827 814
828 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
829 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
832 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
833} 854}
834 855
835void Roll_Again(object *op) 856static void
857start_info (object *op)
836{ 858{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
845 860
846 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 865}
954 866
955/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
959 * not the class. 871 * not the class.
960 */ 872 */
961 873int
962int key_change_class(object *op, char key) 874key_change_class (object *op, char key)
963{ 875{
964 int tmp_loop; 876 int tmp_loop;
965 877
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 878 if (key == 'd' || key == 'D')
879 {
972 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
973 881
974 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 884
885 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl)
887 create_treasure (tl, op, 0, 0, 0);
888
978 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
980 891
981 op->contr->state=ST_PLAYING; 892 op->contr->ns->state = ST_PLAYING;
982 893
983 if (op->msg) { 894 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 895 op->msg = NULL;
986 }
987 896
988 /* We create this now because some of the unique maps will need it 897 /* We create this now because some of the unique maps will need it
989 * to save here. 898 * to save here.
990 */ 899 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 901 make_path_to_file (buf);
993 902
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 903 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 904 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 905 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 906 link_player_skills (op);
1001 esrv_send_inventory(op, op); 907 esrv_send_inventory (op, op);
1002 fix_player(op); 908 op->update_stats ();
1003 909
1004 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1005 * is one for this race 911 * is one for this race
1006 */ 912 */
1007 if(*first_map_ext_path) { 913 if (*first_map_ext_path)
914 {
1008 object *tmp; 915 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 917
1012 first_map_ext_path, op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 919 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 920 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 921 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 922 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 923 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1019 * default initial map */ 925 * default initial map */
1020 free_object(tmp); 926 tmp->destroy ();
927 }
1021 } else { 928 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 930
931 return 0;
932 }
933
1027 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1029 */ 936 */
1030 937
1031 tmp_loop = 0; 938 tmp_loop = 0;
1032 while(!tmp_loop) { 939 while (!tmp_loop)
1033 const char *name = add_string (op->name); 940 {
941 shstr name = op->name;
1034 int x = op->x, y = op->y; 942 int x = op->x, y = op->y;
1035 remove_statbonus(op); 943
1036 remove_ob (op); 944 op->remove_statbonus ();
945 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 946 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 947 op->arch->clone.copy_to (op);
1039 op->instantiate (); 948 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 949 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 950 op->name = op->name_pl = name;
1042 op->name = name; 951 op->x = x;
1043 free_string(op->name_pl); 952 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 953 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 954 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 955 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 956 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 957 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 958 }
959
1056 update_object(op,UP_OBJ_FACE); 960 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 961 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 962 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 965 op->stats.grace = 0;
966
1062 if (op->msg) 967 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 971 return 0;
1066} 972}
1067 973
1068int key_confirm_quit(object *op, char key) 974void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 975flee_player (object *op)
976{
1114 int dir,diff; 977 int dir, diff;
1115 rv_vector rv; 978 rv_vector rv;
1116 979
1117 if(op->stats.hp < 0) { 980 if (op->stats.hp < 0)
981 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 982 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 983 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 984 return;
1121 } 985 }
1122 986
1123 if(op->enemy==NULL) { 987 if (op->enemy == NULL)
988 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 989 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 991 return;
1127 } 992 }
1128 993
1129 /* Seen some crashes here. Since we don't store an 994 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 995 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 996 * actual enemy, and the object is recycled.
1132 */ 997 */
1133 if (op->enemy->map == NULL) { 998 if (op->enemy->map == NULL)
999 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1001 op->enemy = NULL;
1136 return; 1002 return;
1137 } 1003 }
1138 1004
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1005 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1006 {
1140 op->enemy=NULL; 1007 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1009 return;
1143 } 1010 }
1011
1144 get_rangevector(op, op->enemy, &rv, 0); 1012 get_rangevector (op, op->enemy, &rv, 0);
1145 1013
1146 dir=absdir(4+rv.direction); 1014 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1015 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 1016 {
1017 int m = 1 - (RANDOM () & 2);
1018
1019 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1020 return;
1021 }
1022
1154 /* Cornered, get rid of scared */ 1023 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1025 op->enemy = NULL;
1157} 1026}
1158 1027
1159 1028
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1031 * stop.
1163 */ 1032 */
1033int
1164int check_pick(object *op) { 1034check_pick (object *op)
1035{
1165 object *tmp, *next; 1036 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1037 int stop = 0;
1168 int j, k, wvratio; 1038 int wvratio;
1169 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1170
1171 1040
1172 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1174 return 1; 1043 return 1;
1175 1044
1176 op_tag = op->count;
1177
1178 next = op->below; 1045 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1046
1182 /* loop while there are items on the floor that are not marked as 1047 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1048 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1049 while (next && !next->destroyed ())
1185 { 1050 {
1186 tmp = next; 1051 tmp = next;
1187 next = tmp->below; 1052 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1053
1191 if (was_destroyed (op, op_tag)) 1054 if (op->destroyed ())
1192 return 0; 1055 return 0;
1193 1056
1194 if ( ! can_pick (op, tmp)) 1057 if (!can_pick (op, tmp))
1195 continue; 1058 continue;
1196 1059
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1061 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1062 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1063 pick_up (op, tmp);
1201 continue; 1064 continue;
1202 } 1065 }
1203 1066
1204 /* high not bit set? We're using the old autopickup model */ 1067 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1068 if (!(op->contr->mode & PU_NEWMODE))
1069 {
1206 switch (op->contr->mode) { 1070 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1071 {
1208 case 1: pick_up (op, tmp); 1072 case 0:
1209 return 1; 1073 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1074 case 1:
1211 return 0; 1075 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1076 return 1;
1213 case 4: pick_up (op, tmp); 1077 case 2:
1214 break; 1078 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1079 return 0;
1216 stop = 1; 1080 case 3:
1217 break; 1081 return 0; /* stop before pickup */
1218 case 6: 1082 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1083 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1084 break;
1221 pick_up(op, tmp); 1085 case 5:
1222 break; 1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1223 1093
1224 case 7: 1094 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1095 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1096 pick_up (op, tmp);
1227 break; 1097 break;
1228 1098
1229 default: 1099 default:
1230 /* use value density */ 1100 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1103 pick_up (op, tmp);
1234 >= op->contr->mode) 1104 }
1235 pick_up(op,tmp); 1105 }
1236 } 1106 else
1237 } 1107 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1108 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1109 if (op->contr->mode & PU_DEBUG)
1241 { 1110 {
1242 /* some debugging code to figure out item information */ 1111 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1112 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1115 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1118
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1252 1121
1253 sprintf(putstring,"...flags: "); 1122 /* philosophy:
1254 for(k=0;k<4;k++) 1123 * It's easy to grab an item type from a pile, as long as it's
1255 { 1124 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1125 * and selections, select-items should be used. This is a
1257 { 1126 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1127 * example.
1259 { 1128 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1129 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1130 * convert to decimal and then 'pickup <#>
1262 } 1131 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue;
1158
1159 /* ignore known cursed objects */
1160 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1161 continue;
1162
1163 /* all food and drink if desired */
1164 /* question: don't pick up known-poisonous stuff? */
1165 if (op->contr->mode & PU_FOOD)
1166 if (tmp->type == FOOD)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_DRINK)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 if (op->contr->mode & PU_POTION)
1180 if (tmp->type == POTION)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL)
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 {
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1267#if 0 1358#if 0
1268 /* print the flags too */ 1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1360 if (tmp->name != NULL)
1270 { 1361 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1362 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1363 }
1273 { 1364 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1365 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1366 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1367 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1368#endif
1369 continue;
1370 }
1371 }
1372 } /* the new pickup model */
1280 } 1373 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1374
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1375 return !stop;
1444} 1376}
1445 1377
1446/* 1378/*
1447 * Find an arrow in the inventory and after that 1379 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1380 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1381 * found object is returned.
1450 */ 1382 */
1383object *
1451object *find_arrow(object *op, const char *type) 1384find_arrow (object *op, const char *type)
1452{ 1385{
1453 object *tmp = NULL; 1386 object *tmp = 0;
1454 1387
1455 for(op=op->inv; op; op=op->below) 1388 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1391 else if (op->type == ARROW && op->race == type)
1460 return op; 1392 return op;
1393
1461 return tmp; 1394 return tmp;
1462} 1395}
1463 1396
1464/* 1397/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1399 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1400 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1402 */
1470 1403object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1405{
1473 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1475 1408
1476 if (!type) 1409 if (!type)
1477 return NULL; 1410 return NULL;
1478 1411
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1412 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1413 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1414 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1415 {
1416 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1417 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1418 if (i > betterby)
1485 tmp = ntmp; 1419 {
1486 betterby = i; 1420 tmp = ntmp;
1487 } 1421 betterby = i;
1422 }
1423 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1424 else if (arrow->type == ARROW && arrow->race == type)
1425 {
1489 /* allways prefer assasination/slaying */ 1426 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1428 {
1492 if (arrow->attacktype & AT_DEATH) { 1429 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1430 {
1494 return arrow; 1431 *better = 100;
1495 } else { 1432 return arrow;
1496 tmp = arrow; 1433 }
1434 else
1435 {
1436 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1437 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1438 }
1499 } else { 1439 }
1440 else
1441 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 {
1501 attacktype = 1<<attacknum; 1444 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1446 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1447 {
1448 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1449 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1450 }
1507 } 1451 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1453 {
1454 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1455 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1456 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1458 {
1459 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1460 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1461 }
1462 }
1463 }
1516 } 1464 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1465 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1466 return find_arrow (op, type);
1521 1467
1522 *better = betterby; 1468 *better = betterby;
1523 return tmp; 1469 return tmp;
1524} 1470}
1525 1471
1526/* looks in a given direction, finds the first valid target, and calls 1472/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1474 * op = the shooter
1529 * type = bow->race 1475 * type = bow->race
1530 * dir = fire direction 1476 * dir = fire direction
1531 */ 1477 */
1532 1478
1479object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1534{ 1481{
1535 object *tmp = NULL; 1482 object *tmp = NULL;
1536 mapstruct *m; 1483 maptile *m;
1537 int i, mflags, found, number; 1484 int i, mflags, found, number;
1538 sint16 x, y; 1485 sint16 x, y;
1539 1486
1540 if (op->map == NULL) 1487 if (op->map == NULL)
1541 return find_arrow(op, type); 1488 return find_arrow (op, type);
1542 1489
1543 /* do a dex check */ 1490 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1491 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1492 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1493 return find_arrow (op, type);
1547 1494
1548 m = op->map; 1495 m = op->map;
1549 x = op->x; 1496 x = op->x;
1550 y = op->y; 1497 y = op->y;
1551 1498
1552 /* find the first target */ 1499 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1500 for (i = 0, found = 0; i < 20; i++)
1501 {
1554 x += freearr_x[dir]; 1502 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1503 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1504 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 {
1558 tmp = NULL; 1507 tmp = NULL;
1559 break; 1508 break;
1509 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1513 * perhaps a bad assumption.
1563 */ 1514 */
1564 tmp = NULL; 1515 tmp = NULL;
1565 break; 1516 break;
1566 } 1517 }
1567 if (mflags & P_IS_ALIVE) { 1518 if (mflags & P_IS_ALIVE)
1519 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1522 {
1571 break; 1523 found++;
1572 } 1524 break;
1525 }
1573 if (found) 1526 if (found)
1574 break; 1527 break;
1575 } 1528 }
1576 } 1529 }
1577 if (tmp == NULL) 1530 if (tmp == NULL)
1578 return find_arrow(op, type); 1531 return find_arrow (op, type);
1579 1532
1580 if (tmp->head) 1533 if (tmp->head)
1581 tmp = tmp->head; 1534 tmp = tmp->head;
1582 1535
1583 return find_better_arrow(op, tmp, type, &i); 1536 return find_better_arrow (op, tmp, type, &i);
1584} 1537}
1585 1538
1586/* 1539/*
1587 * Creature fires a bow - op can be monster or player. Returns 1540 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1541 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1544 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1545 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1546 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1547 * player fire modes.
1595 */ 1548 */
1549int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1551{
1599 object *left, *bow; 1552 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1553 int bowspeed, mflags;
1602 mapstruct *m; 1554 maptile *m;
1603 1555
1604 if (!dir) { 1556 if (!dir)
1557 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1559 return 0;
1607 } 1560 }
1561
1608 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1563 bow = op->contr->ranges[range_bow];
1610 else { 1564 else
1565 {
1611 for(bow=op->inv; bow; bow=bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1614 */ 1569 */
1615 if(bow->type==BOW) 1570 if (bow->type == BOW)
1616 break; 1571 break;
1617 1572
1618 if (!bow) { 1573 if (!bow)
1574 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1576 return 0;
1621 } 1577 }
1622 } 1578 }
1579
1623 if( !bow->race || !bow->skill) { 1580 if (!bow->race || !bow->skill)
1581 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1583 return 0;
1626 } 1584 }
1627 1585
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1587
1630 /* penalize ROF for bestarrow */ 1588 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1633 if (bowspeed < 1) 1592 if (bowspeed < 1)
1634 bowspeed = 1; 1593 bowspeed = 1;
1635 1594
1636 if (arrow == NULL) { 1595 if (arrow == NULL)
1596 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1638 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1602 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1604 return 0;
1645 } 1605 }
1646 } 1606 }
1607
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1609 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1610 return 0;
1650 } 1611
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1615 return 0;
1654 } 1616 }
1655 1617
1656 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1619 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1620 {
1621 arrow->destroy ();
1622 return 0;
1623 }
1662 1624
1663 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1627 if (!arrow)
1628 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1630 return 0;
1669 return 0;
1670 } 1631 }
1671 set_owner(arrow, op); 1632
1672 if (arrow->skill) free_string(arrow->skill); 1633 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1634 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1635 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1636
1679 if (op->type == PLAYER) { 1637 if (op->type == PLAYER)
1638 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1640 op->update_stats ();
1682 } 1641 }
1683 1642
1684 SET_ANIMATION(arrow, arrow->direction); 1643 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1645 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1646 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1647 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1648 arrow->spellarg = strdup (arrow->slaying);
1690 1649
1691 /* Note that this was different for monsters - they got their level 1650 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1651 * added to the damage. I think the strength bonus is more proper.
1693 */ 1652 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1699 /* update the speed */ 1656 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1659
1705 if (arrow->speed < 1.0) 1660 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1661 arrow->speed_left = 0;
1709 1662
1710 if (op->type == PLAYER) { 1663 if (op->type == PLAYER)
1664 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1668
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1670 }
1671 else
1672 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1674 arrow->level = op->level;
1722 } 1675 }
1676
1723 if (arrow->attacktype == AT_PHYSICAL) 1677 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679
1725 if (bow->slaying != NULL) 1680 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1681 arrow->slaying = bow->slaying;
1727 1682
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1683 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1685
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1687 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1688
1736 if (!was_destroyed(arrow, tag)) 1689 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1690 move_arrow (arrow);
1738 1691
1739 if (op->type == PLAYER) { 1692 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1693 {
1694 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1695 esrv_del_item (op->contr, left->count);
1742 else 1696 else
1743 esrv_send_item(op, left); 1697 esrv_send_item (op, left);
1744 } 1698 }
1699
1745 return 1; 1700 return 1;
1746} 1701}
1747 1702
1748/* Special fire code for players - this takes into 1703/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1704 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1705 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1706 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1707 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1708 * hence the function name.
1754 */ 1709 */
1710int
1755int player_fire_bow(object *op, int dir) 1711player_fire_bow (object *op, int dir)
1756{ 1712{
1757 int ret=0, wcmod=0; 1713 int ret = 0, wcmod = 0;
1758 1714
1759 if (op->contr->bowtype == bow_bestarrow) { 1715 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1716 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1717 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1718 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1720 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1722 wcmod = -1;
1723
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1725 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1726 else if (op->contr->bowtype == bow_threewide)
1727 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1731 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1732 else if (op->contr->bowtype == bow_spreadshot)
1733 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1737
1777 } else { 1738 }
1739 else
1740 {
1778 /* Simple case */ 1741 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1743 }
1781 return ret; 1744 return ret;
1782} 1745}
1783 1746
1784 1747
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1787 */ 1750 */
1751void
1788void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1789{ 1753{
1790 object *item; 1754 object *item;
1791 1755
1792 if (!op->contr->ranges[range_misc]) { 1756 if (!op->contr->ranges[range_misc])
1757 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1759 return;
1795 } 1760 }
1796 1761
1797 item = op->contr->ranges[range_misc]; 1762 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1763 if (!item->inv)
1764 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1766 return;
1801 } 1767 }
1802 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1803 if(item->stats.food<=0) { 1770 if (item->stats.food <= 0)
1771 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1774 return;
1807 } 1775 }
1776 }
1808 } else if (item->type == ROD || item->type==HORN) { 1777 else if (item->type == ROD || item->type == HORN)
1778 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1779 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1780 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1782 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1784 else
1814 else 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1786 return;
1818 } 1787 }
1819 } 1788 }
1820 1789
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1790 if (cast_spell (op, item, dir, item->inv, NULL))
1791 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1792 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1793 if (item->type == WAND)
1794 {
1824 if (!(--item->stats.food)) { 1795 if (!(--item->stats.food))
1825 object *tmp; 1796 {
1826 if (item->arch) { 1797 object *tmp;
1798
1799 if (item->arch)
1800 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1801 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1802 item->face = item->arch->clone.face;
1829 item->speed = 0; 1803 item->set_speed (0);
1830 update_ob_speed(item); 1804 }
1831 } 1805
1832 if ((tmp=is_player_inv(item))) 1806 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1807 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1808 }
1835 } 1809 }
1836 else if (item->type == ROD || item->type==HORN) { 1810 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1811 drain_rod_charge (item);
1838 }
1839 } 1812 }
1840} 1813}
1841 1814
1842/* Received a fire command for the player - go and do it. 1815/* Received a fire command for the player - go and do it.
1843 */ 1816 */
1817void
1844void fire(object *op,int dir) { 1818fire (object *op, int dir)
1819{
1845 int spellcost=0; 1820 int spellcost = 0;
1846 1821
1847 /* check for loss of invisiblity/hide */ 1822 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1823 if (action_makes_visible (op))
1824 make_visible (op);
1849 1825
1850 switch(op->contr->shoottype) { 1826 switch (op->contr->shoottype)
1827 {
1851 case range_none: 1828 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 1829 return;
1888 default: 1830
1831 case range_bow:
1832 player_fire_bow (op, dir);
1833 return;
1834
1835 case range_magic: /* Casting spells */
1836 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1837 return;
1838
1839 case range_misc:
1840 fire_misc_object (op, dir);
1841 return;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1868 return;
1891 } 1869 }
1892} 1870}
1893
1894
1895 1871
1896/* find_key 1872/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1873 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1874 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1877 * pl is the player,
1902 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1905 */ 1881 */
1906 1882object *
1907object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1908{ 1884{
1909 object *tmp,*key; 1885 object *tmp, *key;
1910 1886
1911 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1888 if (!container->inv)
1889 return 0;
1913 1890
1914 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1917 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1919 */ 1898 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1900 break;
1922 } 1901 }
1902
1923 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1904 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1905 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1906 * a key, return
1927 */ 1907 */
1928 if (!tmp) { 1908 if (!tmp)
1909 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1930 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 {
1915 if ((key = find_key (pl, tmp, door)))
1916 return key;
1917 }
1918 }
1919
1920 if (!tmp)
1921 return NULL;
1933 } 1922 }
1934 } 1923
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1924 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1925 * see if we actually want to use it
1939 */ 1926 */
1940 if (pl!=container) { 1927 if (pl != container)
1928 {
1941 /* Only let players use keys in containers */ 1929 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1930 if (!pl->contr)
1931 return NULL;
1943 /* cases where this fails: 1932 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1933 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1934 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1935 * If the container is not active, return now since only active
1947 * containers can be used. 1936 * containers can be used.
1948 * If we only search keyrings and the container does not have 1937 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1938 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1939 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1940 * inv must have been an container and must have been active.
1952 * 1941 *
1953 * Change the color so that the message doesn't disappear with 1942 * Change the color so that the message doesn't disappear with
1954 * all the others. 1943 * all the others.
1955 */ 1944 */
1956 if (pl->contr->usekeys == key_inventory || 1945 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1946 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1948 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1951 return NULL;
1965 } 1952 }
1966 } 1953 }
1954
1967 return tmp; 1955 return tmp;
1968} 1956}
1969 1957
1970/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1960 * such that the caller should not do anything more,
1973 * 0 otherwise 1961 * 0 otherwise
1974 */ 1962 */
1963static int
1975static int player_attack_door(object *op, object *door) 1964player_attack_door (object *op, object *door)
1976{ 1965{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1967 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
1981 */ 1969 */
1982 object *key=find_key(op, op, door); 1970 object *key = find_key (op, op, door);
1983 1971
1984 /* IF we found a key, do some extra work */ 1972 /* IF we found a key, do some extra work */
1985 if (key) { 1973 if (key)
1974 {
1986 object *container=key->env; 1975 object *container = key->env;
1987 1976
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1978 if (action_makes_visible (op))
1979 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op);
1982
1991 if (door->type == DOOR) { 1983 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1985 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1986 {
1996 "You open the door with the %s", query_short_name(key)); 1987 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1989 }
1990
1999 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
2002 if (container != op) 1994 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
2004 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
1998 }
2005 } else if (door->type==LOCKED_DOOR) { 1999 else if (door->type == LOCKED_DOOR)
2000 {
2006 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2003 return 1;
2009 } 2004 }
2005
2010 return 0; 2006 return 0;
2011} 2007}
2012 2008
2013/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2018 */ 2014 */
2019 2015void
2020void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2021{ 2017{
2022 object *tmp, *mon, *tpl; 2018 object *tmp, *mon;
2023 sint16 nx, ny; 2019 sint16 nx, ny;
2024 int on_battleground; 2020 int on_battleground;
2025 mapstruct *m; 2021 maptile *m;
2026 2022
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2023 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2024 ny = freearr_y[dir] + op->y;
2031 2025
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2033 2027
2034 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2035 * move_ob uses.
2042 */ 2036 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2038 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2049 return;
2053 }
2054 2050
2055 mon = NULL; 2051 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2055 * on the space
2060 */ 2056 */
2061 while (tmp!=NULL) { 2057 while (tmp)
2058 {
2062 if (tmp == op) { 2059 if (tmp == op)
2063 tmp=tmp->above; 2060 {
2064 continue; 2061 tmp = tmp->above;
2065 } 2062 continue;
2063 }
2064
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2066 {
2068 break; 2067 mon = tmp;
2069 } 2068 break;
2069 }
2070
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2072 mon = tmp;
2073
2072 tmp=tmp->above; 2074 tmp = tmp->above;
2073 } 2075 }
2074 2076
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2078 return; /* into a wall */
2077 2079
2078 if(mon->head != NULL) 2080 if (mon->head)
2079 mon = mon->head; 2081 mon = mon->head;
2080 2082
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2084 if (player_attack_door (op, mon))
2085 return;
2083 2086
2084 /* The following deals with possibly attacking peaceful 2087 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2088 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2089 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2090 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2091 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2092 * and thus will not push them.
2090 */ 2093 */
2091 2094
2092 /* If the creature is a pet, push it even if the player is not 2095 /* 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 2096 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2095 */ 2098 */
2096 if ((op->type==PLAYER) 2099 if ((op->type == PLAYER)
2097#if COZY_SERVER 2100#if COZY_SERVER
2098 && 2101 &&
2099 ( 2102 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2104#else
2105 && get_owner(mon)==op 2105 && mon->owner == op
2106#endif 2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2108 {
2109 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2110 if (op->contr->braced)
2111 return;
2112
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2114 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2114 return; 2118 return;
2115 } 2119 }
2116 2120
2117 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2124 * attack them either.
2121 */ 2125 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2127#else 2133#else
2128 op->contr->peaceful && 2134 op->contr->peaceful &&
2129#endif 2135#endif
2130 !on_battleground 2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2131 )) { 2139 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2135 } else { 2142 }
2143 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2141 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2152 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2145 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2147 } 2157 make_visible (op);
2158 }
2148 2159
2149 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2165 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2168 {
2159 2169
2160 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2171 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2172 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2173 * incurred a 1 tick offset.
2164 */ 2174 */
2165 if (!op->contr->has_hit) { 2175 if (!op->contr->has_hit)
2176 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2178
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2180 }
2170 2181
2171 skill_attack(mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2172 2183
2173 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2187 * the wiz.
2177 */ 2188 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2190 {
2180 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2192
2181 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2184 } 2196 }
2185 if(action_makes_visible(op)) make_visible(op); 2197
2186 } 2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2187 } /* if player should attack something */ 2201 } /* if player should attack something */
2188} 2202}
2189 2203
2204int
2190int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2191 int pick; 2207 int pick;
2192 object *transport = op->contr->transport;
2193 2208
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2256} 2252}
2257 2253
2258/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2255 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2257 * the new speed values for commands.
2262 * 2258 *
2263 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2264 */ 2260 */
2261int
2265int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2266{ 2263{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 {
2284 flee_player(op); 2266 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2267 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 {
2287 op->speed_left--; 2270 op->speed_left--;
2288 return 0; 2271 return 0;
2289 } 2272 }
2290 } 2273 }
2291 2274
2292 /* I've been seeing crashes where the golem has been destroyed, but 2275 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2276 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2277 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2278 * put this in a a workaround to clean up the golem pointer.
2296 */ 2279 */
2297 if (op->contr->ranges[range_golem] && 2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2281 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2282
2304 /* call this here - we also will call this in do_ericserver, but 2283 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2284 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2285 * called, so we recheck it here.
2307 */ 2286 */
2308 HandleClient(&op->contr->socket, op->contr); 2287 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2288 return 1;
2310 2289
2290 if (op->speed_left > 0)
2291 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2312 /* All move commands take 1 tick, at least for now */ 2294 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2295 op->speed_left--;
2314 2296
2315 /* Instead of all the stuff below, let move_player take care 2297 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2298 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2299 * there, as well as the confusion stuff.
2318 */ 2300 */
2319 move_player(op, op->direction); 2301 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2302
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2321 else return 0; 2307 return 0;
2322 } 2308}
2309
2310int
2311save_life (object *op)
2312{
2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2314 return 0;
2324}
2325 2315
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2316 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2321
2337 query_name(tmp));
2338 if (op->contr) 2322 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2323 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2324
2341 free_object(tmp); 2325 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2326 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327
2343 if(op->stats.hp<0) 2328 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2329 op->stats.hp = op->stats.maxhp;
2330
2345 if(op->stats.food<0) 2331 if (op->stats.food < 0)
2346 op->stats.food = 999; 2332 op->stats.food = 999;
2347 fix_player(op); 2333
2334 op->update_stats ();
2348 return 1; 2335 return 1;
2349 } 2336 }
2337
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2340 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2341 return 0;
2354} 2342}
2355 2343
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2344/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2345 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2346 * function will descend into containers. op is the object to start the search
2359 * from. 2347 * from.
2360 */ 2348 */
2349void
2361void remove_unpaid_objects(object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2362{ 2351{
2363 object *next;
2364
2365 while (op) { 2352 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2353 {
2367 * we remove object 'op' 2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2355
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2357 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2358 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2359 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2360
2361 op->insert_at (env);
2362 }
2363 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env);
2365
2366 op = next;
2367 }
2368}
2382 2369
2383/* 2370/*
2384 * Returns pointer a static string containing gravestone text 2371 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2372 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2373 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2374 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2375 * but there isn't one in the server directory.
2389 */ 2376 */
2377char *
2390char *gravestone_text (object *op) 2378gravestone_text (object *op)
2391{ 2379{
2392 static char buf2[MAX_BUF]; 2380 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2381 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2382 time_t now = time (NULL);
2395 2383
2396 strcpy (buf2, " R.I.P.\n\n"); 2384 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2387 else
2400 sprintf (buf, "%s\n", op->name); 2388 sprintf (buf, "%s\n", &op->name);
2389
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2391 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2392 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2394 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2398 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2399 if (op->type == PLAYER)
2400 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2403 strcat (buf2, buf);
2413 } 2404 }
2405
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2408 strcat (buf2, buf);
2409
2417 return buf2; 2410 return buf2;
2418} 2411}
2419 2412
2420 2413void
2421
2422void do_some_living(object *op) { 2414do_some_living (object *op)
2415{
2423 int last_food=op->stats.food; 2416 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2417 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2418 int over_hp, over_sp, over_grace;
2426 int i; 2419 int i;
2427 int rate_hp = 1200; 2420 int rate_hp = 1200;
2428 int rate_sp = 2500; 2421 int rate_sp = 2500;
2429 int rate_grace = 2000; 2422 int rate_grace = 2000;
2430 const int max_hp = 1; 2423 const int max_hp = 1;
2431 const int max_sp = 1; 2424 const int max_sp = 1;
2432 const int max_grace = 1; 2425 const int max_grace = 1;
2433 2426
2427 if (op->contr->hidden)
2428 {
2429 op->invisible = 1000;
2430 /* the socket code flashes the player visible/invisible
2431 * depending on the value of invisible, so we need to
2432 * alternate it here for it to work correctly.
2433 */
2434 if (pticks & 2)
2435 op->invisible--;
2436 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438 {
2439 if (!op->invisible--)
2440 {
2441 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 }
2444 }
2445
2434 if (op->contr->outputs_sync) { 2446 if (op->contr->outputs_sync)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2439 }
2440 2450
2441 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2442 2452 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2457 else
2458 {
2448 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2461 }
2462
2451 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2465 else
2466 {
2454 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2469 }
2470
2457 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2473 else
2474 {
2460 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2477 }
2463 2478
2464 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2466 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);
2467 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2484 {
2485 op->stats.sp++;
2469 /* dms do not consume food */ 2486 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2488 {
2489 op->stats.food--;
2472 if(op->contr->digestion<0) 2490 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2519 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2520
2498 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2523 if (--op->last_grace < 0)
2524 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2527
2528 if (max_grace > 1)
2529 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2531 if (over_grace > 0)
2506 op->stats.sp += over_grace 2532 {
2533 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2535 op->last_grace = 0;
2509 } else { 2536 }
2537 else
2538 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2540 }
2512 } else { 2541 }
2542 else
2543 {
2513 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);
2514 } 2545 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2516 } 2547 }
2517 2548
2518 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2520 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2553 {
2554 op->stats.hp++;
2522 /* dms do not consume food */ 2555 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2557 {
2558 op->stats.food--;
2525 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 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 }
2530 } 2583 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2584
2546 /* Digestion */ 2585 /* Digestion */
2547 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2548#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2549 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;
2550 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2591#else
2553 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;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2593#endif
2556 2594
2557 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2558 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);
2559 else 2597 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2561 /* dms do not consume food */ 2600 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2602 op->stats.food--;
2564 } 2603 }
2565 2604
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2606 {
2607 object *tmp, *flesh = 0;
2568 2608
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2572 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.");
2573 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2618 break;
2576 } 2619 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2621 flesh = tmp;
2579 } /* end of for loop */ 2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2580 /* 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
2581 * eat flesh instead. 2626 * eat flesh instead.
2582 */ 2627 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2584 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.");
2585 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2586 } 2632 }
2587 } /* end if player is starving */ 2633 }
2588 2634
2589 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2591 2637
2592 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))
2593 kill_player(op); 2639 kill_player (op);
2640 }
2594} 2641}
2595
2596
2597 2642
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2646 * file.
2602 */ 2647 */
2648void
2603void kill_player(object *op) 2649kill_player (object *op)
2604{ 2650{
2605 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2606 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2608 int z; 2657 /* int z;
2609 int num_stats_lose; 2658 int num_stats_lose;
2610 int lost_a_stat; 2659 int lost_a_stat;
2611 int lose_this_stat; 2660 int lose_this_stat;
2612 int this_stat; 2661 int this_stat; */
2613 int will_kill_again; 2662 int will_kill_again;
2614 archetype *at; 2663 archetype *at;
2615 object *tmp; 2664 object *tmp;
2616 2665
2617 if(save_life(op)) 2666 if (save_life (op))
2618 return; 2667 return;
2619 2668
2620 2669
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2673 */
2625 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2627 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2678
2630
2631 /* restore player */ 2679 /* restore player */
2632 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2682 {
2635 remove_ob(tmp); 2683 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2685 }
2639 2686
2640 at = find_archetype("confusion"); 2687 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2689 {
2643 remove_ob(tmp); 2690 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2692 }
2647 2693
2648 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2651 2697 op->stats.food = 999;
2698
2652 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2701 {
2656 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2703 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2659 " 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",
2660 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2707 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2708 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2709 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2710 tmp->insert_at (op, tmp);
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2711 }
2712
2669 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2715 op->contr->braced = 0;
2672 return; 2716 return;
2673 } 2717 }
2674 2718
2675 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2676 2720
2677 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2678 2722
2679 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2724 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2688 } 2727 }
2689 else { 2728 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2697 } 2730
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2732
2700 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2702 2737
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * 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.
2707 * 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.
2708 */ 2741 */
2709 2742
2710 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2745 * of death.
2713 */ 2746 */
2714#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2716 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2717 /* 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
2718 more if they do. */ 2752 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2755 little bit harder. */
2722 /* GD */ 2756 /* GD */
2723 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2758 num_stats_lose = 1;
2725 else 2759 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2761 }
2762 else
2728 num_stats_lose = 1; 2763 num_stats_lose = 1;
2729 } 2764
2730 lost_a_stat = 0; 2765 lost_a_stat = 0;
2731 2766
2732 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2733 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2734 2770
2735 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2736 /* 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
2737 * what he lost. 2774 * what he lost.
2738 */ 2775 */
2739 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2781 lost_a_stat = 1;
2745 } else { 2782 }
2783 else
2784 {
2746 /* deplete a stat */ 2785 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2749 2791 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2794 }
2783 if (lose_this_stat) { 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2831 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2832 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2833 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2834 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2835 * difference.
2790 */ 2836 */
2791 if (this_stat>=-50) { 2837 if (this_stat >= -50)
2838 {
2792 change_attr_value(&(dep->stats), i, -1); 2839 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2840 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2842 op->update_stats ();
2796 lost_a_stat = 1; 2843 lost_a_stat = 1;
2797 } 2844 }
2798 } 2845 }
2846 }
2799 } 2847 }
2800 }
2801 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2849 if (!lost_a_stat)
2803 { 2850 {
2804 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2852 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2853 const char *god = determine_god (op);
2854
2807 if (god && (strcmp(god, "none"))) 2855 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2857 else
2810 " you.", god); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 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.");
2815#endif 2862#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2863
2819 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2865 * exp loss on the stone.
2821 */ 2866 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2827 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);
2828 "who was killed\n" 2873 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2876
2836 /**************************************/ 2877 /**************************************/
2837 /* */ 2878 /* */
2838 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2841 /* */ 2882 /* */
2842 /**************************************/ 2883 /**************************************/
2843 2884
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2886 /* restore player */
2846 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2889
2848 if (tmp) { 2890 if (tmp)
2849 remove_ob(tmp); 2891 {
2850 free_object(tmp); 2892 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2894 }
2853 2895
2854 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2898 if (tmp)
2857 remove_ob(tmp); 2899 {
2858 free_object(tmp); 2900 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2902 }
2903
2861 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2862 2905
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2913
2870 /* 2914 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2916 * and put them back in the map.
2873 * in the map. 2917 */
2874 */
2875
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2919
2884 /****************************************/ 2920 /****************************************/
2885 /* */ 2921 /* */
2886 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
2888 /* */ 2924 /* */
2889 /****************************************/ 2925 /****************************************/
2890 2926
2891 enter_player_savebed(op); 2927 enter_player_savebed (op);
2892 2928
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2929 op->contr->braced = 0;
2897 save_player(op,1);
2898 2930
2899 /* it is possible that the player has blown something up 2931 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2932 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2933 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2934 * on the space that might harm the player.
2903 */ 2935 */
2904 will_kill_again=0; 2936 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2937 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2938 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2939 will_kill_again |= tmp->attacktype;
2908 } 2940
2909 if (will_kill_again) { 2941 if (will_kill_again)
2942 {
2910 object *force; 2943 object *force;
2911 int at; 2944 int at;
2912 2945
2913 force=get_archetype(FORCE_NAME); 2946 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2947 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2948 force->speed = 0.1;
2916 force->speed_left=-5.0; 2949 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2950 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2951 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2952 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2953 force->resist[at] = 100;
2921 } 2954
2922 insert_ob_in_ob(force, op); 2955 insert_ob_in_ob (force, op);
2923 fix_player(op); 2956 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2957
2958 }
2959
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2961}
2999 2962
3000 2963void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2964loot_object (object *op)
2965{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2966 object *tmp, *tmp2, *next;
3003 2967
3004 if (op->container) { /* close open sack first */ 2968 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2969
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
3009 next=tmp->below; 2972 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2973
3011 remove_ob(tmp); 2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2979
3014 loot_object(tmp); 2980 if (tmp->type == CONTAINER)
3015 } 2981 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2982
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 {
3018 if(tmp->nrof>1) { 2985 if (tmp->nrof > 1)
2986 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2988 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 else
2992 tmp->destroy ();
2993 }
3022 } else 2994 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2996 }
3027} 2997}
3028 2998
3029/* 2999/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3002 * was changed.
3033 */ 3003 */
3034 3004void
3035void fix_weight(void) { 3005fix_weight (void)
3036 player *pl; 3006{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3007 for_all_players (pl)
3008 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3010
3039 if(old == sum) 3011 if (old == sum)
3040 continue; 3012 continue;
3041 fix_player(pl->ob); 3013 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3015 }
3045} 3016}
3046 3017
3018void
3047void fix_luck(void) { 3019fix_luck (void)
3048 player *pl; 3020{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3021 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3022 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3023 pl->ob->change_luck (0);
3052} 3024}
3053
3054 3025
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3026/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3027 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3028 * just treat this as any other spell casting object.
3058 */ 3029 */
3059
3060void 3030void
3061cast_dust (object * op, object * throw_ob, int dir) 3031cast_dust (object *op, object *throw_ob, int dir)
3062{ 3032{
3063 object *skop, *spob; 3033 object *skop, *spob;
3064 3034
3065 skop = find_skill_by_name (op, throw_ob->skill); 3035 skop = find_skill_by_name (op, throw_ob->skill);
3066 3036
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3037 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3039 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3041 return;
3073 } 3042 }
3074 3043
3075 spob = throw_ob->inv; 3044 spob = throw_ob->inv;
3076 3045
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3046 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3047 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3048 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3049 if (!spob)
3081 { 3050 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3051 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 3052 return;
3085 } 3053 }
3086 3054
3087 if (op->type == PLAYER) 3055 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3057
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3058 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3059
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3060 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3061}
3096 3062
3063void
3097void make_visible (object *op) { 3064make_visible (object *op)
3065{
3098 op->hide = 0; 3066 op->hide = 0;
3099 op->invisible = 0; 3067 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 3068 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3069 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3070 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3071 op->contr->invis_race = 0;
3072 }
3073
3074 update_object (op, UP_OBJ_CHANGE);
3075}
3076
3077int
3078is_true_undead (object *op)
3079{
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3081 return 1;
3082
3116 return 0; 3083 return 0;
3117} 3084}
3118 3085
3119/* look at the surrounding terrain to determine 3086/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3087 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3088 * indicate greater hideability.
3122 */ 3089 */
3123 3090
3091int
3124int hideability(object *ob) { 3092hideability (object *ob)
3093{
3125 int i,level=0, mflag; 3094 int i, level = 0, mflag;
3126 sint16 x,y; 3095 sint16 x, y;
3127 3096
3128 if(!ob||!ob->map) return 0; 3097 if (!ob || !ob->map)
3098 return 0;
3129 3099
3130 /* so, on normal lighted maps, its hard to hide */ 3100 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3101 level = ob->map->darkness - 2;
3132 3102
3133 /* this also picks up whether the object is glowing. 3103 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3104 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3105 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3106 if (has_carried_lights (ob))
3107 level = -(10 + (2 * ob->map->darkness));
3137 3108
3138 /* scan through all nearby squares for terrain to hide in */ 3109 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3110 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3111 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3112 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3113 if (mflag & P_OUT_OF_MAP)
3114 {
3115 continue;
3116 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3117 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3118 level += 2;
3144 else /* open terrain! */ 3119 else /* open terrain! */
3145 level -= 1; 3120 level -= 1;
3146 } 3121 }
3147 3122
3148#if 0 3123#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3124 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3125#endif
3151 return level; 3126 return level;
3152} 3127}
3153 3128
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3129/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3130 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3131 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3132 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3133 */
3159 3134
3135void
3160void do_hidden_move (object *op) { 3136do_hidden_move (object *op)
3137{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3139 object *skop;
3163 3140
3164 if(!op || !op->map) return; 3141 if (!op || !op->map)
3142 return;
3165 3143
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3145
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3146 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3147 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3148 if (!skop || num >= skop->level)
3149 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3151 make_visible (op);
3173 return; 3152 return;
3174 } else num += 20;
3175 } 3153 }
3154 else
3155 num += 20;
3156
3176 num += op->map->difficulty; 3157 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3158 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3159 num -= hide;
3160
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162 {
3180 make_visible(op); 3163 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3164 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3166 }
3184 else if (op->type == PLAYER && skop) { 3167 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3169}
3188 3170
3189/* determine if who is standing near a hostile creature. */ 3171/* determine if who is standing near a hostile creature. */
3190 3172
3173int
3191int stand_near_hostile( object *who ) { 3174stand_near_hostile (object *who)
3175{
3192 object *tmp=NULL; 3176 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3177 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3178 maptile *m;
3195 sint16 x,y; 3179 sint16 x, y;
3196 3180
3197 if(!who) return 0; 3181 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3182 return 0;
3183
3184 if (who->type == PLAYER)
3185 player = 1;
3186
3187 else
3188 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3189
3190 /* search adjacent squares */
3191 for (i = 1; i < 9; i++)
3192 {
3193 x = who->x + freearr_x[i];
3194 y = who->y + freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags (m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP)
3201 continue;
3202 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3203 continue;
3204
3205 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3206 {
3207 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3208 return 1;
3209 else if (tmp->type == PLAYER)
3210 {
3211 /*don't let a hidden DM prevent you from hiding */
3212 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3213 return 1;
3214 }
3215 }
3216 }
3217 return 0;
3227} 3218}
3228 3219
3229/* check the player los field for viewability of the 3220/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3221 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3222 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3229 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3230 * -b.t.
3240 * This function is now map tiling safe. 3231 * This function is now map tiling safe.
3241 */ 3232 */
3242 3233
3234int
3243int player_can_view (object *pl,object *op) { 3235player_can_view (object *pl, object *op)
3236{
3244 rv_vector rv; 3237 rv_vector rv;
3245 int dx,dy; 3238 int dx, dy;
3246 3239
3247 if(pl->type!=PLAYER) { 3240 if (pl->type != PLAYER)
3241 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3242 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3243 return -1;
3274 op = op->more;
3275 } 3244 }
3245
3246 if (!pl || !op)
3276 return 0; 3247 return 0;
3248
3249 op = op->head_ ();
3250
3251 get_rangevector (pl, op, &rv, 0x1);
3252
3253 /* starting with the 'head' part, lets loop
3254 * through the object and find if it has any
3255 * part that is in the los array but isnt on
3256 * a blocked los square.
3257 * we use the archetype to figure out offsets.
3258 */
3259 while (op)
3260 {
3261 dx = rv.distance_x + op->arch->clone.x;
3262 dy = rv.distance_y + op->arch->clone.y;
3263
3264 /* only the viewable area the player sees is updated by LOS
3265 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values.
3267 */
3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 return 1;
3272 op = op->more;
3273 }
3274 return 0;
3277} 3275}
3278 3276
3279/* routine for both players and monsters. We call this when 3277/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3278 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3279 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3280 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3281 * return 0.
3284 */ 3282 */
3283int
3285int action_makes_visible (object *op) { 3284action_makes_visible (object *op)
3285{
3286 3286
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3287 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3289 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3290 return 0;
3290 3291
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3292 if (op->contr && op->contr->tmp_invis == 0)
3293 return 0;
3292 3294
3293 /* If monsters, they should become visible */ 3295 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3296 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3297 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3298 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3299 return 1;
3297 } 3300 }
3298 } 3301 }
3299 return 0; 3302 return 0;
3300} 3303}
3301 3304
3302/* op_on_battleground - checks if the given object op (usually 3305/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3306 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3307 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3308 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3309 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3310 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3311 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3312 */
3313int
3310int op_on_battleground (object *op, int *x, int *y) { 3314op_on_battleground (object *op, int *x, int *y)
3315{
3311 object *tmp; 3316 object *tmp;
3312 3317
3313 /* A battleground-tile needs the following attributes to be valid: 3318 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3321 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3322 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3323 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3324 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3325 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3326 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3327 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3328 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3329 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3330 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3331 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3332 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3333 {
3326 object *invtmp; 3334 object *invtmp;
3335
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3336 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3337 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3338 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3339 {
3340 if (x != NULL && y != NULL)
3341 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3342 return 1;
3343 }
3344 }
3345 }
3330 if (x != NULL && y != NULL) 3346 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3347 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3348 return 1;
3333 } 3349 }
3334 } 3350 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3351 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3352 /* If we got here, did not find a battleground */
3343 return 0; 3353 return 0;
3344} 3354}
3345 3355
3346/* 3356/*
3350 * attributes: 3360 * attributes:
3351 * object *who the dragon player 3361 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3362 * int atnr the attack-number of the ability focus
3353 * int level ability level 3363 * int level ability level
3354 */ 3364 */
3365void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3366dragon_ability_gain (object *who, int atnr, int level)
3367{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3368 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3369 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3370 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3371 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3373 int i = 0, j = 0;
3362 3374
3363 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3372 3384
3373 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3374 return; 3386 return;
3375 3387
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3389
3378 3390 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3391 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3393 return;
3382 } 3394 }
3383 3395
3384 /* everything seems okay - now bring on the gift: */ 3396 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3397 item = &(tr->item->clone);
3386 3398
3387 if (item->type == SPELL) { 3399 if (item->type == SPELL)
3400 {
3388 if (check_spell_known (who, item->name)) 3401 if (check_spell_known (who, item->name))
3389 return; 3402 return;
3390 3403
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3404 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3405 do_learn_spell (who, item, 0);
3393 return; 3406 return;
3394 } 3407 }
3395 3408
3396 /* grant direct spell */ 3409 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3410 if (item->type == SPELLBOOK)
3411 {
3398 if (!item->inv) { 3412 if (!item->inv)
3413 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3414 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3415 return;
3402 } 3416 }
3403 if (check_spell_known (who, item->inv->name)) 3417 if (check_spell_known (who, item->inv->name))
3404 return; 3418 return;
3405 if (item->invisible) { 3419 if (item->invisible)
3420 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3421 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3422 do_learn_spell (who, item->inv, 0);
3408 return; 3423 return;
3409 } 3424 }
3410 } 3425 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3426 else if (item->type == SKILL_TOOL && item->invisible)
3427 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3428 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3429 {
3413 3430
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3431 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3432 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3433 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3434 * but not all of them, he gets nothing.
3418 */ 3435 */
3419 if (!(skop->attacktype & item->attacktype)) { 3436 if (!(skop->attacktype & item->attacktype))
3437 {
3420 /* Give new attacktype */ 3438 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3439 skop->attacktype |= item->attacktype;
3422 3440
3423 /* always add physical if there's none */ 3441 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3442 skop->attacktype |= AT_PHYSICAL;
3425 3443
3426 if (item->msg != NULL) 3444 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3446
3429 /* Give player new face */ 3447 /* Give player new face */
3430 if (item->animation_id) { 3448 if (item->animation_id)
3449 {
3431 who->face = skop->face; 3450 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3451 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3452 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3453 who->last_anim = 0;
3435 who->state = 0; 3454 who->state = 0;
3436 animate_object(who, who->direction); 3455 animate_object (who, who->direction);
3437 } 3456 }
3457 }
3458 }
3438 } 3459 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3460 else if (item->type == FORCE)
3461 {
3442 /* forces in the treasurelist can alter the player's stats */ 3462 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3463 object *skin;
3464
3444 /* first get the dragon skin force */ 3465 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3468 ;
3448 3469
3470 if (!skin)
3471 return;
3472
3449 /* adding new spellpath attunements */ 3473 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3475 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3476 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3477
3453 /* print message */ 3478 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3479 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3480 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3481 {
3457 if (j) 3482 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3483 {
3459 else 3484 if (j)
3460 j = 1; 3485 strcat (buf, " and ");
3486 else
3487 j = 1;
3461 strcat(buf, spellpathnames[i]); 3488 strcat (buf, spellpathnames[i]);
3462 } 3489 }
3463 } 3490 }
3464 strcat(buf,"."); 3491 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3492 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3493 }
3467 3494
3468 /* evtl. adding flags: */ 3495 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3496 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3497 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3498 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3499 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3500 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3501 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3502
3476 /* print message if there is one */ 3503 /* print message if there is one */
3477 if (item->msg != NULL) 3504 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3506 }
3507 else
3479 } 3508 {
3480 else {
3481 /* generate misc. treasure */ 3509 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3510 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3511 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3512 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3513 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3514 esrv_send_item (who, tmp);
3487 } 3515 }
3488} 3516}
3489 3517
3490/** 3518/**
3491 * Unready an object for a player. This function does nothing if the object was 3519 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3520 * not readied.
3493 */ 3521 */
3522void
3494void player_unready_range_ob(player *pl, object *ob) { 3523player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3524{
3496
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3498 if (pl->ranges[i] == ob) { 3526 if (pl->ranges[i] == ob)
3527 {
3499 pl->ranges[i] = NULL; 3528 pl->ranges[i] = 0;
3500 if (pl->shoottype == i) { 3529 if (pl->shoottype == i)
3501 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3502 }
3503 } 3531 }
3504 }
3505} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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