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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 1.112 by root, Tue Apr 24 00:42:02 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 873void
962int key_change_class(object *op, char key) 874player::chargen_race_done ()
963{ 875{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
978 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
980 885
981 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
982 887
983 if (op->msg) { 888 if (ob->msg)
984 free_string(op->msg); 889 ob->msg = 0;
985 op->msg=NULL;
986 }
987 890
988 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
989 * to save here. 892 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 893 */
1030 894 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->instantiate ();
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 895 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); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1102 next = mp->next; 898 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 899
1104 delete_map(mp); 900 start_info (ob);
1105 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1106 902 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1108 } 911 {
1109 play_again(op); 912 object *tmp;
1110 return 1; 913 char mapname[MAX_BUF];
1111}
1112 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1113void flee_player(object *op) { 966flee_player (object *op)
967{
1114 int dir,diff; 968 int dir, diff;
1115 rv_vector rv; 969 rv_vector rv;
1116 970
1117 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 975 return;
1121 } 976 }
1122 977
1123 if(op->enemy==NULL) { 978 if (op->enemy == NULL)
979 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 980 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 982 return;
1127 } 983 }
1128 984
1129 /* Seen some crashes here. Since we don't store an 985 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 986 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 987 * actual enemy, and the object is recycled.
1132 */ 988 */
1133 if (op->enemy->map == NULL) { 989 if (op->enemy->map == NULL)
990 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 992 op->enemy = NULL;
1136 return; 993 return;
1137 } 994 }
1138 995
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
1140 op->enemy=NULL; 998 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1000 return;
1143 } 1001 }
1002
1144 get_rangevector(op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1145 1004
1146 dir=absdir(4+rv.direction); 1005 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1006 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 } 1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return;
1012 }
1013
1154 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1016 op->enemy = NULL;
1157} 1017}
1158 1018
1159 1019
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1022 * stop.
1163 */ 1023 */
1024int
1164int check_pick(object *op) { 1025check_pick (object *op)
1026{
1165 object *tmp, *next; 1027 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1028 int stop = 0;
1168 int j, k, wvratio; 1029 int wvratio;
1169 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1170
1171 1031
1172 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1174 return 1; 1034 return 1;
1175 1035
1176 op_tag = op->count;
1177
1178 next = op->below; 1036 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1037
1182 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1039 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1185 { 1041 {
1186 tmp = next; 1042 tmp = next;
1187 next = tmp->below; 1043 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1044
1191 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1192 return 0; 1046 return 0;
1193 1047
1194 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1195 continue; 1049 continue;
1196 1050
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1052 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1054 pick_up (op, tmp);
1201 continue; 1055 continue;
1202 } 1056 }
1203 1057
1204 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1206 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1062 {
1208 case 1: pick_up (op, tmp); 1063 case 0:
1209 return 1; 1064 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1065 case 1:
1211 return 0; 1066 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1067 return 1;
1213 case 4: pick_up (op, tmp); 1068 case 2:
1214 break; 1069 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1070 return 0;
1216 stop = 1; 1071 case 3:
1217 break; 1072 return 0; /* stop before pickup */
1218 case 6: 1073 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1074 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1075 break;
1221 pick_up(op, tmp); 1076 case 5:
1222 break; 1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1223 1084
1224 case 7: 1085 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1087 pick_up (op, tmp);
1227 break; 1088 break;
1228 1089
1229 default: 1090 default:
1230 /* use value density */ 1091 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1094 pick_up (op, tmp);
1234 >= op->contr->mode) 1095 }
1235 pick_up(op,tmp); 1096 }
1236 } 1097 else
1237 } 1098 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1241 { 1101 {
1242 /* some debugging code to figure out item information */ 1102 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1103 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1105 &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)))); 1106 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1252 1112
1253 sprintf(putstring,"...flags: "); 1113 /* philosophy:
1254 for(k=0;k<4;k++) 1114 * It's easy to grab an item type from a pile, as long as it's
1255 { 1115 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1116 * and selections, select-items should be used. This is a
1257 { 1117 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1118 * example.
1259 { 1119 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1120 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1121 * convert to decimal and then 'pickup <#>
1262 } 1122 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1267#if 0 1349#if 0
1268 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1270 { 1352 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1354 }
1273 { 1355 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1358 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 1359#endif
1360 continue;
1361 }
1362 }
1363 } /* the new pickup model */
1280 } 1364 }
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 1365
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; 1366 return !stop;
1444} 1367}
1445 1368
1446/* 1369/*
1447 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1372 * found object is returned.
1450 */ 1373 */
1374object *
1451object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1452{ 1376{
1453 object *tmp = NULL; 1377 object *tmp = 0;
1454 1378
1455 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1380 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); 1381 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1460 return op; 1383 return op;
1384
1461 return tmp; 1385 return tmp;
1462} 1386}
1463 1387
1464/* 1388/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1393 */
1470 1394object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1396{
1473 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1475 1399
1476 if (!type) 1400 if (!type)
1477 return NULL; 1401 return NULL;
1478 1402
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1406 {
1407 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1409 if (i > betterby)
1485 tmp = ntmp; 1410 {
1486 betterby = i; 1411 tmp = ntmp;
1487 } 1412 betterby = i;
1413 }
1414 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1489 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1419 {
1492 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1421 {
1494 return arrow; 1422 *better = 100;
1495 } else { 1423 return arrow;
1496 tmp = arrow; 1424 }
1425 else
1426 {
1427 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1429 }
1499 } else { 1430 }
1431 else
1432 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1501 attacktype = 1<<attacknum; 1435 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 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) { 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1438 {
1439 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1441 }
1507 } 1442 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1444 {
1445 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1447 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1449 {
1450 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1452 }
1453 }
1454 }
1516 } 1455 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1457 return find_arrow (op, type);
1521 1458
1522 *better = betterby; 1459 *better = betterby;
1523 return tmp; 1460 return tmp;
1524} 1461}
1525 1462
1526/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1465 * op = the shooter
1529 * type = bow->race 1466 * type = bow->race
1530 * dir = fire direction 1467 * dir = fire direction
1531 */ 1468 */
1532 1469
1470object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1534{ 1472{
1535 object *tmp = NULL; 1473 object *tmp = NULL;
1536 mapstruct *m; 1474 maptile *m;
1537 int i, mflags, found, number; 1475 int i, mflags, found, number;
1538 sint16 x, y; 1476 sint16 x, y;
1539 1477
1540 if (op->map == NULL) 1478 if (op->map == NULL)
1541 return find_arrow(op, type); 1479 return find_arrow (op, type);
1542 1480
1543 /* do a dex check */ 1481 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 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))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1484 return find_arrow (op, type);
1547 1485
1548 m = op->map; 1486 m = op->map;
1549 x = op->x; 1487 x = op->x;
1550 y = op->y; 1488 y = op->y;
1551 1489
1552 /* find the first target */ 1490 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1554 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1558 tmp = NULL; 1498 tmp = NULL;
1559 break; 1499 break;
1500 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1504 * perhaps a bad assumption.
1563 */ 1505 */
1564 tmp = NULL; 1506 tmp = NULL;
1565 break; 1507 break;
1566 } 1508 }
1567 if (mflags & P_IS_ALIVE) { 1509 if (mflags & P_IS_ALIVE)
1510 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1513 {
1571 break; 1514 found++;
1572 } 1515 break;
1516 }
1573 if (found) 1517 if (found)
1574 break; 1518 break;
1575 } 1519 }
1576 } 1520 }
1577 if (tmp == NULL) 1521 if (tmp == NULL)
1578 return find_arrow(op, type); 1522 return find_arrow (op, type);
1579 1523
1580 if (tmp->head) 1524 if (tmp->head)
1581 tmp = tmp->head; 1525 tmp = tmp->head;
1582 1526
1583 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1584} 1528}
1585 1529
1586/* 1530/*
1587 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1535 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1536 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1538 * player fire modes.
1595 */ 1539 */
1540int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1542{
1599 object *left, *bow; 1543 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1544 int bowspeed, mflags;
1602 mapstruct *m; 1545 maptile *m;
1603 1546
1604 if (!dir) { 1547 if (!dir)
1548 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1550 return 0;
1607 } 1551 }
1552
1608 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1610 else { 1555 else
1556 {
1611 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1614 */ 1560 */
1615 if(bow->type==BOW) 1561 if (bow->type == BOW)
1616 break; 1562 break;
1617 1563
1618 if (!bow) { 1564 if (!bow)
1565 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1567 return 0;
1621 } 1568 }
1622 } 1569 }
1570
1623 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1574 return 0;
1626 } 1575 }
1627 1576
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1578
1630 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1633 if (bowspeed < 1) 1583 if (bowspeed < 1)
1634 bowspeed = 1; 1584 bowspeed = 1;
1635 1585
1636 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1638 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1593 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1595 return 0;
1645 } 1596 }
1646 } 1597 }
1598
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1600 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1601 return 0;
1650 } 1602
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1606 return 0;
1654 } 1607 }
1655 1608
1656 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1610 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1611 {
1612 arrow->destroy ();
1613 return 0;
1614 }
1662 1615
1663 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1618 if (!arrow)
1619 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1621 return 0;
1669 return 0;
1670 } 1622 }
1671 set_owner(arrow, op); 1623
1672 if (arrow->skill) free_string(arrow->skill); 1624 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1625 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1626 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1627
1679 if (op->type == PLAYER) { 1628 if (op->type == PLAYER)
1629 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1631 op->update_stats ();
1682 } 1632 }
1683 1633
1684 SET_ANIMATION(arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1690 1640
1691 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1693 */ 1643 */
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 1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1699 /* update the speed */ 1647 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1649 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 1650
1705 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1709 1653
1710 if (op->type == PLAYER) { 1654 if (op->type == PLAYER)
1655 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1658 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 1659
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1661 }
1662 else
1663 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1664 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; 1665 arrow->level = op->level;
1722 } 1666 }
1667
1723 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1670
1725 if (bow->slaying != NULL) 1671 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1672 arrow->slaying = bow->slaying;
1727 1673
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1676
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1678 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1679
1736 if (!was_destroyed(arrow, tag)) 1680 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1681 move_arrow (arrow);
1738 1682
1739 if (op->type == PLAYER) { 1683 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1684 {
1685 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1686 esrv_del_item (op->contr, left->count);
1742 else 1687 else
1743 esrv_send_item(op, left); 1688 esrv_send_item (op, left);
1744 } 1689 }
1690
1745 return 1; 1691 return 1;
1746} 1692}
1747 1693
1748/* Special fire code for players - this takes into 1694/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1695 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1696 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1697 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1698 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1699 * hence the function name.
1754 */ 1700 */
1701int
1755int player_fire_bow(object *op, int dir) 1702player_fire_bow (object *op, int dir)
1756{ 1703{
1757 int ret=0, wcmod=0; 1704 int ret = 0, wcmod = 0;
1758 1705
1759 if (op->contr->bowtype == bow_bestarrow) { 1706 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1707 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1708 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); 1709 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1713 wcmod = -1;
1714
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1716 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1717 else if (op->contr->bowtype == bow_threewide)
1718 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1719 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)]); 1720 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)]); 1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1723 else if (op->contr->bowtype == bow_spreadshot)
1724 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1726 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); 1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1728
1777 } else { 1729 }
1730 else
1731 {
1778 /* Simple case */ 1732 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1734 }
1781 return ret; 1735 return ret;
1782} 1736}
1783 1737
1784 1738
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1739/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1740 * Broken apart from 'fire' to keep it more readable.
1787 */ 1741 */
1742void
1788void fire_misc_object(object *op, int dir) 1743fire_misc_object (object *op, int dir)
1789{ 1744{
1790 object *item; 1745 object *item;
1791 1746
1792 if (!op->contr->ranges[range_misc]) { 1747 if (!op->contr->ranges[range_misc])
1748 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1750 return;
1795 } 1751 }
1796 1752
1797 item = op->contr->ranges[range_misc]; 1753 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1754 if (!item->inv)
1755 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1756 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1757 return;
1801 } 1758 }
1802 if (item->type == WAND) { 1759 if (item->type == WAND)
1760 {
1803 if(item->stats.food<=0) { 1761 if (item->stats.food <= 0)
1762 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1763 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)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1765 return;
1807 } 1766 }
1767 }
1808 } else if (item->type == ROD || item->type==HORN) { 1768 else if (item->type == ROD || item->type == HORN)
1769 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1773 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1774 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)); 1775 else
1814 else 1776 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; 1777 return;
1818 } 1778 }
1819 } 1779 }
1820 1780
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1824 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1825 object *tmp; 1787 {
1826 if (item->arch) { 1788 object *tmp;
1789
1790 if (item->arch)
1791 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1829 item->speed = 0; 1794 item->set_speed (0);
1830 update_ob_speed(item); 1795 }
1831 } 1796
1832 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1799 }
1835 } 1800 }
1836 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1802 drain_rod_charge (item);
1838 }
1839 } 1803 }
1840} 1804}
1841 1805
1842/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1843 */ 1807 */
1808void
1844void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1845 int spellcost=0; 1811 int spellcost = 0;
1846 1812
1847 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1849 1816
1850 switch(op->contr->shoottype) { 1817 switch (op->contr->shoottype)
1818 {
1851 case range_none: 1819 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; 1820 return;
1888 default: 1821
1822 case range_bow:
1823 player_fire_bow (op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object (op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1836 {
1837 op->contr->ranges[range_golem] = 0;
1838 op->contr->shoottype = range_none;
1839 }
1840 else
1841 control_golem (op->contr->ranges[range_golem], dir);
1842 return;
1843
1844 case range_skill:
1845 if (!op->chosen_skill)
1846 {
1847 if (op->type == PLAYER)
1848 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1849 return;
1850 }
1851
1852 do_skill (op, op, op->chosen_skill, dir, NULL);
1853 return;
1854 case range_builder:
1855 apply_map_builder (op, dir);
1856 return;
1857 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1859 return;
1891 } 1860 }
1892} 1861}
1893
1894
1895 1862
1896/* find_key 1863/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1864 * 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 1865 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1868 * pl is the player,
1902 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
1905 */ 1872 */
1906 1873object *
1907object * find_key(object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
1908{ 1875{
1909 object *tmp,*key; 1876 object *tmp, *key;
1910 1877
1911 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1879 if (!container->inv)
1880 return 0;
1913 1881
1914 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1885 if (door->type == DOOR && tmp->type == KEY)
1886 break;
1917 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
1919 */ 1889 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1891 break;
1922 } 1892 }
1893
1923 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1895 /* 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 1896 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1897 * a key, return
1927 */ 1898 */
1928 if (!tmp) { 1899 if (!tmp)
1900 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1930 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1904 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1905 {
1906 if ((key = find_key (pl, tmp, door)))
1907 return key;
1908 }
1909 }
1910
1911 if (!tmp)
1912 return NULL;
1933 } 1913 }
1934 } 1914
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1915 /* 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 1916 * see if we actually want to use it
1939 */ 1917 */
1940 if (pl!=container) { 1918 if (pl != container)
1919 {
1941 /* Only let players use keys in containers */ 1920 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1921 if (!pl->contr)
1922 return NULL;
1943 /* cases where this fails: 1923 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1924 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1925 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1926 * If the container is not active, return now since only active
1947 * containers can be used. 1927 * containers can be used.
1948 * If we only search keyrings and the container does not have 1928 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1929 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1930 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1931 * inv must have been an container and must have been active.
1952 * 1932 *
1953 * Change the color so that the message doesn't disappear with 1933 * Change the color so that the message doesn't disappear with
1954 * all the others. 1934 * all the others.
1955 */ 1935 */
1956 if (pl->contr->usekeys == key_inventory || 1936 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1937 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1939 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1941 "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; 1942 return NULL;
1965 } 1943 }
1966 } 1944 }
1945
1967 return tmp; 1946 return tmp;
1968} 1947}
1969 1948
1970/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1951 * such that the caller should not do anything more,
1973 * 0 otherwise 1952 * 0 otherwise
1974 */ 1953 */
1954static int
1975static int player_attack_door(object *op, object *door) 1955player_attack_door (object *op, object *door)
1976{ 1956{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* 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 - 1958 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
1981 */ 1960 */
1982 object *key=find_key(op, op, door); 1961 object *key = find_key (op, op, door);
1983 1962
1984 /* IF we found a key, do some extra work */ 1963 /* IF we found a key, do some extra work */
1985 if (key) { 1964 if (key)
1965 {
1986 object *container=key->env; 1966 object *container = key->env;
1987 1967
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1968 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1969 if (action_makes_visible (op))
1970 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972 spring_trap (door->inv, op);
1973
1991 if (door->type == DOOR) { 1974 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1976 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1977 {
1996 "You open the door with the %s", query_short_name(key)); 1978 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 ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1980 }
1981
1999 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
2002 if (container != op) 1985 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
2004 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
1989 }
2005 } else if (door->type==LOCKED_DOOR) { 1990 else if (door->type == LOCKED_DOOR)
1991 {
2006 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1994 return 1;
2009 } 1995 }
1996
2010 return 0; 1997 return 0;
2011} 1998}
2012 1999
2013/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2018 */ 2005 */
2019 2006void
2020void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2021{ 2008{
2022 object *tmp, *mon, *tpl; 2009 object *tmp, *mon;
2023 sint16 nx, ny; 2010 sint16 nx, ny;
2024 int on_battleground; 2011 int on_battleground;
2025 mapstruct *m; 2012 maptile *m;
2026 2013
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2014 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2015 ny = freearr_y[dir] + op->y;
2031 2016
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2033 2018
2034 /* If braced, or can't move to the square, and it is not out of the 2019 /* 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 2020 * 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 2021 * 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 2022 * 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 2023 * 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 2024 * 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 2025 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2026 * move_ob uses.
2042 */ 2027 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2028 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 2029 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2030 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");*/ 2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2040 return;
2053 }
2054 2041
2055 mon = NULL; 2042 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2046 * on the space
2060 */ 2047 */
2061 while (tmp!=NULL) { 2048 while (tmp)
2049 {
2062 if (tmp == op) { 2050 if (tmp == op)
2063 tmp=tmp->above; 2051 {
2064 continue; 2052 tmp = tmp->above;
2065 } 2053 continue;
2054 }
2055
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2057 {
2068 break; 2058 mon = tmp;
2069 } 2059 break;
2060 }
2061
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2063 mon = tmp;
2064
2072 tmp=tmp->above; 2065 tmp = tmp->above;
2073 } 2066 }
2074 2067
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2069 return; /* into a wall */
2077 2070
2078 if(mon->head != NULL) 2071 if (mon->head)
2079 mon = mon->head; 2072 mon = mon->head;
2080 2073
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2075 if (player_attack_door (op, mon))
2076 return;
2083 2077
2084 /* The following deals with possibly attacking peaceful 2078 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2079 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2080 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2081 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2082 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2083 * and thus will not push them.
2090 */ 2084 */
2091 2085
2092 /* If the creature is a pet, push it even if the player is not 2086 /* 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 2087 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2095 */ 2089 */
2096 if ((op->type==PLAYER) 2090 if ((op->type == PLAYER)
2097#if COZY_SERVER 2091#if COZY_SERVER
2098 && 2092 &&
2099 ( 2093 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2095#else
2105 && get_owner(mon)==op 2096 && mon->owner == op
2106#endif 2097#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2099 {
2109 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2101 if (op->contr->braced)
2102 return;
2103
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2105 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2114 return; 2109 return;
2115 } 2110 }
2116 2111
2117 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2114 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2115 * attack them either.
2121 */ 2116 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2127#else 2124#else
2128 op->contr->peaceful && 2125 op->contr->peaceful &&
2129#endif 2126#endif
2130 !on_battleground 2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2131 )) { 2130 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2132 push_ob (mon, dir, op);
2135 } else { 2133 }
2134 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2136
2137 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2141 /* 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. 2142 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2143 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2145 recursive_roll(mon,dir,op); 2146 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2147 if (action_makes_visible (op))
2147 } 2148 make_visible (op);
2149 }
2148 2150
2149 /* Any generic living creature. Including things like doors. 2151 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2156 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2159 {
2159 2160
2160 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2162 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2163 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2164 * incurred a 1 tick offset.
2164 */ 2165 */
2165 if (!op->contr->has_hit) { 2166 if (!op->contr->has_hit)
2167 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2169
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2171 }
2170 2172
2171 skill_attack(mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2172 2174
2173 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2178 * the wiz.
2177 */ 2179 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2180 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)) { 2181 {
2180 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2183
2181 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2184 } 2187 }
2185 if(action_makes_visible(op)) make_visible(op); 2188
2186 } 2189 if (action_makes_visible (op))
2190 make_visible (op);
2191 }
2187 } /* if player should attack something */ 2192 } /* if player should attack something */
2188} 2193}
2189 2194
2195int
2190int move_player(object *op,int dir) { 2196move_player (object *op, int dir)
2197{
2191 int pick; 2198 int pick;
2192 object *transport = op->contr->transport;
2193 2199
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2200 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; 2201 return 0;
2202
2203 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9))
2205 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0;
2208 }
2209
2210 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213
2214 op->facing = dir;
2215
2216 if (op->hide)
2217 do_hidden_move (op);
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ;
2221 else if (op->contr->fire_on)
2222 fire (op, dir);
2223 else
2224 {
2225 move_player_attack (op, dir);
2226 pick = check_pick (op);
2227 }
2228
2229 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing.
2231 */
2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 op->direction = dir;
2234 else
2235 op->direction = 0;
2236
2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities
2239 * for players.
2240 */
2241 animate_object (op, op->facing);
2242 return 0;
2256} 2243}
2257 2244
2258/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2246 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2248 * the new speed values for commands.
2262 * 2249 *
2263 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2264 */ 2251 */
2252int
2265int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2266{ 2254{
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)) { 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2256 {
2284 flee_player(op); 2257 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2258 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2260 {
2287 op->speed_left--; 2261 op->speed_left--;
2288 return 0; 2262 return 0;
2289 } 2263 }
2290 } 2264 }
2291 2265
2292 /* I've been seeing crashes where the golem has been destroyed, but 2266 /* 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 2267 * 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 2268 * 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. 2269 * put this in a a workaround to clean up the golem pointer.
2296 */ 2270 */
2297 if (op->contr->ranges[range_golem] && 2271 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; 2272 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2273
2304 /* call this here - we also will call this in do_ericserver, but 2274 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2275 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2276 * called, so we recheck it here.
2307 */ 2277 */
2308 HandleClient(&op->contr->socket, op->contr); 2278 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2279 return 1;
2310 2280
2281 if (op->speed_left > 0)
2282 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2283 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2284 {
2312 /* All move commands take 1 tick, at least for now */ 2285 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2286 op->speed_left--;
2314 2287
2315 /* Instead of all the stuff below, let move_player take care 2288 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2289 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2290 * there, as well as the confusion stuff.
2318 */ 2291 */
2319 move_player(op, op->direction); 2292 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2293
2294 return op->speed_left > 0;
2295 }
2296 }
2297
2321 else return 0; 2298 return 0;
2322 } 2299}
2300
2301int
2302save_life (object *op)
2303{
2304 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2305 return 0;
2324}
2325 2306
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) 2307 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2308 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2309 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2310 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2311 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2312
2337 query_name(tmp));
2338 if (op->contr) 2313 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2314 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2315
2341 free_object(tmp); 2316 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2318
2343 if(op->stats.hp<0) 2319 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2320 op->stats.hp = op->stats.maxhp;
2321
2345 if(op->stats.food<0) 2322 if (op->stats.food < 0)
2346 op->stats.food = 999; 2323 op->stats.food = 999;
2347 fix_player(op); 2324
2325 op->update_stats ();
2348 return 1; 2326 return 1;
2349 } 2327 }
2328
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2329 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2330 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2331 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2332 return 0;
2354} 2333}
2355 2334
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2335/* 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 2336 * 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 2337 * function will descend into containers. op is the object to start the search
2359 * from. 2338 * from.
2360 */ 2339 */
2340void
2361void remove_unpaid_objects(object *op, object *env) 2341remove_unpaid_objects (object *op, object *env)
2362{ 2342{
2363 object *next;
2364
2365 while (op) { 2343 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2344 {
2367 * we remove object 'op' 2345 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2346
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2347 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2348 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2349 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2350 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 2351
2352 op->insert_at (env);
2353 }
2354 else if (op->inv)
2355 remove_unpaid_objects (op->inv, env);
2356
2357 op = next;
2358 }
2359}
2382 2360
2383/* 2361/*
2384 * Returns pointer a static string containing gravestone text 2362 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2363 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2364 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2365 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2366 * but there isn't one in the server directory.
2389 */ 2367 */
2368char *
2390char *gravestone_text (object *op) 2369gravestone_text (object *op)
2391{ 2370{
2392 static char buf2[MAX_BUF]; 2371 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2372 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2373 time_t now = time (NULL);
2395 2374
2396 strcpy (buf2, " R.I.P.\n\n"); 2375 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2377 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2378 else
2400 sprintf (buf, "%s\n", op->name); 2379 sprintf (buf, "%s\n", &op->name);
2380
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2382 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2383 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2384 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2385 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2386 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2387
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2389 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2390 if (op->type == PLAYER)
2391 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2392 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2393 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2394 strcat (buf2, buf);
2413 } 2395 }
2396
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2397 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2398 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2399 strcat (buf2, buf);
2400
2417 return buf2; 2401 return buf2;
2418} 2402}
2419 2403
2420 2404void
2421
2422void do_some_living(object *op) { 2405do_some_living (object *op)
2406{
2423 int last_food=op->stats.food; 2407 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2408 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2409 int over_hp, over_sp, over_grace;
2426 int i; 2410 int i;
2427 int rate_hp = 1200; 2411 int rate_hp = 1200;
2428 int rate_sp = 2500; 2412 int rate_sp = 2500;
2429 int rate_grace = 2000; 2413 int rate_grace = 2000;
2430 const int max_hp = 1; 2414 const int max_hp = 1;
2431 const int max_sp = 1; 2415 const int max_sp = 1;
2432 const int max_grace = 1; 2416 const int max_grace = 1;
2433 2417
2418 if (op->contr->hidden)
2419 {
2420 op->invisible = 1000;
2421 /* the socket code flashes the player visible/invisible
2422 * depending on the value of invisible, so we need to
2423 * alternate it here for it to work correctly.
2424 */
2425 if (pticks & 2)
2426 op->invisible--;
2427 }
2428 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2429 {
2430 if (!op->invisible--)
2431 {
2432 make_visible (op);
2433 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2434 }
2435 }
2436
2434 if (op->contr->outputs_sync) { 2437 if (op->contr->outputs_sync)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2438 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2439 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]); 2440 flush_output_element (op, &op->contr->outputs[i]);
2439 }
2440 2441
2441 if(op->contr->state==ST_PLAYING) { 2442 if (op->contr->ns->state == ST_PLAYING)
2442 2443 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2446 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2448 else
2449 {
2448 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2452 }
2453
2451 if(op->contr->gen_sp >= 0 ) 2454 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2456 else
2457 {
2454 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2460 }
2461
2457 if(op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2464 else
2465 {
2460 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2468 }
2463 2469
2464 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2471 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2472 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2473 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) { 2474 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2475 {
2476 op->stats.sp++;
2469 /* dms do not consume food */ 2477 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2479 {
2480 op->stats.food--;
2472 if(op->contr->digestion<0) 2481 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2483 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; 2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2510 }
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 2511
2498 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2514 if (--op->last_grace < 0)
2515 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2518
2519 if (max_grace > 1)
2520 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2522 if (over_grace > 0)
2506 op->stats.sp += over_grace 2523 {
2524 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; 2525 + (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; 2526 op->last_grace = 0;
2509 } else { 2527 }
2528 else
2529 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2530 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2531 }
2512 } else { 2532 }
2533 else
2534 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2536 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2537 /* wearing stuff doesn't detract from grace generation. */
2516 } 2538 }
2517 2539
2518 /* Regenerate Hit Points */ 2540 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2541 if (--op->last_heal < 0)
2542 {
2520 if(op->stats.hp<op->stats.maxhp) { 2543 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2544 {
2545 op->stats.hp++;
2522 /* dms do not consume food */ 2546 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2548 {
2549 op->stats.food--;
2525 if(op->contr->digestion<0) 2550 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2552 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; 2553 op->stats.food = last_food;
2554 }
2555 }
2556
2557 if (max_hp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2563 op->last_heal = 0;
2564 }
2565 else
2566 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2568 }
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2530 } 2574 }
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 2575
2546 /* Digestion */ 2576 /* Digestion */
2547 if(--op->last_eat<0) { 2577 if (--op->last_eat < 0)
2578 {
2548#ifdef COZY_SERVER 2579#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2582#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2583 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 2584#endif
2556 2585
2557 if(op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2588 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2561 /* dms do not consume food */ 2591 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2593 op->stats.food--;
2564 } 2594 }
2565 2595
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2597 {
2598 object *tmp, *flesh = 0;
2568 2599
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2601 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2603 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2607 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2609 break;
2576 } 2610 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2611 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2612 flesh = tmp;
2579 } /* end of for loop */ 2613 } /* End if paid for object */
2614 } /* end of for loop */
2615
2580 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2617 * eat flesh instead.
2582 */ 2618 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2622 manual_apply (op, flesh, 0);
2586 } 2623 }
2587 } /* end if player is starving */ 2624 }
2588 2625
2589 while(op->stats.food<0&&op->stats.hp>0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2591 2628
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2630 kill_player (op);
2631 }
2594} 2632}
2595
2596
2597 2633
2598/* If the player should die (lack of hp, food, etc), we call this. 2634/* 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 2635 * 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 2636 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2637 * file.
2602 */ 2638 */
2639void
2603void kill_player(object *op) 2640kill_player (object *op)
2604{ 2641{
2605 char buf[MAX_BUF]; 2642 char buf[MAX_BUF];
2606 int x,y,i; 2643 int x, y;
2644
2645 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2646 maptile *map; /* this is for resurrection */
2647
2608 int z; 2648 /* int z;
2609 int num_stats_lose; 2649 int num_stats_lose;
2610 int lost_a_stat; 2650 int lost_a_stat;
2611 int lose_this_stat; 2651 int lose_this_stat;
2612 int this_stat; 2652 int this_stat; */
2613 int will_kill_again; 2653 int will_kill_again;
2614 archetype *at; 2654 archetype *at;
2615 object *tmp; 2655 object *tmp;
2616 2656
2617 if(save_life(op)) 2657 if (save_life (op))
2618 return; 2658 return;
2619 2659
2620 2660
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2661 /* 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. 2662 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2663 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2664 */
2625 if (op_on_battleground(op, &x, &y)) { 2665 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2666 {
2627 "You have been defeated in combat!"); 2667 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, 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2669
2630
2631 /* restore player */ 2670 /* restore player */
2632 at = find_archetype("poisoning"); 2671 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2673 {
2635 remove_ob(tmp); 2674 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2676 }
2639 2677
2640 at = find_archetype("confusion"); 2678 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2680 {
2643 remove_ob(tmp); 2681 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2683 }
2647 2684
2648 cure_disease(op,0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2687 if (op->stats.food <= 0)
2651 2688 op->stats.food = 999;
2689
2652 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2692 {
2656 sprintf(buf,"%s's finger",op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2694 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2698 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2699 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2700 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2701 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 2702 }
2703
2669 /* teleport defeated player to new destination*/ 2704 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2706 op->contr->braced = 0;
2672 return; 2707 return;
2673 } 2708 }
2674 2709
2675 INVOKE_PLAYER (DEATH, op->contr); 2710 INVOKE_PLAYER (DEATH, op->contr);
2676 2711
2677 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2678 2713
2679 if(op->stats.food<0) { 2714 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2715 {
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); 2716 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2717 strcpy (op->contr->killer, "starvation");
2688 } 2718 }
2689 else { 2719 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); 2720 sprintf (buf, "%s died.", &op->name);
2697 } 2721
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2723
2700 /* save the map location for corpse, gravestone*/ 2724 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2725 x = op->x;
2726 y = op->y;
2727 map = op->map;
2702 2728
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2730 * 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. 2731 * See the config.h file for a little more in depth detail about this.
2708 */ 2732 */
2709 2733
2710 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2736 * of death.
2713 */ 2737 */
2714#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2739 if (settings.balanced_stat_loss)
2740 {
2716 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2743 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2746 little bit harder. */
2722 /* GD */ 2747 /* GD */
2723 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2749 num_stats_lose = 1;
2725 else 2750 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2752 }
2753 else
2728 num_stats_lose = 1; 2754 num_stats_lose = 1;
2729 } 2755
2730 lost_a_stat = 0; 2756 lost_a_stat = 0;
2731 2757
2732 for (z=0; z<num_stats_lose; z++) { 2758 for (z = 0; z < num_stats_lose; z++)
2759 {
2733 i = RANDOM() % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2734 2761
2735 if (settings.stat_loss_on_death) { 2762 if (settings.stat_loss_on_death)
2763 {
2736 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2765 * what he lost.
2738 */ 2766 */
2739 change_attr_value(&(op->stats), i,-1); 2767 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2768 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2772 lost_a_stat = 1;
2745 } else { 2773 }
2774 else
2775 {
2746 /* deplete a stat */ 2776 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2777 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2749 2782 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2783 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2784 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 2785 }
2783 if (lose_this_stat) { 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
2788 {
2789 /* GD */
2790 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2791 this_stat = get_attr_value (&(dep->stats), i);
2792 if (this_stat < 0)
2793 {
2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2795 int keep_chance = this_stat * this_stat;
2796
2797 /* Yes, I am paranoid. Sue me. */
2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2803 {
2804 lose_this_stat = 0;
2805 /* Take loss chance vs keep chance to see if we
2806 retain the stat. */
2807 }
2808 else
2809 {
2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
2815 }
2816 }
2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2822 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2823 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2824 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2825 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2826 * difference.
2790 */ 2827 */
2791 if (this_stat>=-50) { 2828 if (this_stat >= -50)
2829 {
2792 change_attr_value(&(dep->stats), i, -1); 2830 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2831 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2833 op->update_stats ();
2796 lost_a_stat = 1; 2834 lost_a_stat = 1;
2797 } 2835 }
2798 } 2836 }
2837 }
2799 } 2838 }
2800 }
2801 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2840 if (!lost_a_stat)
2803 { 2841 {
2804 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2843 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2844 const char *god = determine_god (op);
2845
2807 if (god && (strcmp(god, "none"))) 2846 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2847 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" 2848 else
2810 " you.", god); 2849 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 } 2850 }
2851#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2853#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 2854
2819 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2856 * exp loss on the stone.
2821 */ 2857 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2860 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2862 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2863 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" 2864 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; 2865 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2867
2836 /**************************************/ 2868 /**************************************/
2837 /* */ 2869 /* */
2838 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
2841 /* */ 2873 /* */
2842 /**************************************/ 2874 /**************************************/
2843 2875
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2876 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2877 /* restore player */
2846 at = find_archetype("poisoning"); 2878 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2879 tmp = present_arch_in_ob (at, op);
2880
2848 if (tmp) { 2881 if (tmp)
2849 remove_ob(tmp); 2882 {
2850 free_object(tmp); 2883 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2885 }
2853 2886
2854 at = find_archetype("confusion"); 2887 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2889 if (tmp)
2857 remove_ob(tmp); 2890 {
2858 free_object(tmp); 2891 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2893 }
2894
2861 cure_disease(op,0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
2862 2896
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2898 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2904
2870 /* 2905 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2906 * 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 2907 * and put them back in the map.
2873 * in the map. 2908 */
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); 2909 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2910
2884 /****************************************/ 2911 /****************************************/
2885 /* */ 2912 /* */
2886 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2888 /* */ 2915 /* */
2889 /****************************************/ 2916 /****************************************/
2890 2917
2891 enter_player_savebed(op); 2918 enter_player_savebed (op);
2892 2919
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2920 op->contr->braced = 0;
2897 save_player(op,1);
2898 2921
2899 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2925 * on the space that might harm the player.
2903 */ 2926 */
2904 will_kill_again=0; 2927 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
2908 } 2931
2909 if (will_kill_again) { 2932 if (will_kill_again)
2933 {
2910 object *force; 2934 object *force;
2911 int at; 2935 int at;
2912 2936
2913 force=get_archetype(FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2939 force->speed = 0.1;
2916 force->speed_left=-5.0; 2940 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2942 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2944 force->resist[at] = 100;
2921 } 2945
2922 insert_ob_in_ob(force, op); 2946 insert_ob_in_ob (force, op);
2923 fix_player(op); 2947 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2948
2949 }
2950
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2951 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} 2952}
2999 2953
3000 2954void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2955loot_object (object *op)
2956{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2957 object *tmp, *tmp2, *next;
3003 2958
3004 if (op->container) { /* close open sack first */ 2959 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2960
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2961 for (tmp = op->inv; tmp; tmp = next)
2962 {
3009 next=tmp->below; 2963 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2964
3011 remove_ob(tmp); 2965 if (tmp->invisible)
2966 continue;
2967
2968 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2969 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2970
3014 loot_object(tmp); 2971 if (tmp->type == CONTAINER)
3015 } 2972 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2973
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 {
3018 if(tmp->nrof>1) { 2976 if (tmp->nrof > 1)
2977 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2979 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 }
2982 else
2983 tmp->destroy ();
2984 }
3022 } else 2985 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2987 }
3027} 2988}
3028 2989
3029/* 2990/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2993 * was changed.
3033 */ 2994 */
3034 2995void
3035void fix_weight(void) { 2996fix_weight (void)
3036 player *pl; 2997{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2998 for_all_players (pl)
2999 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3001
3039 if(old == sum) 3002 if (old == sum)
3040 continue; 3003 continue;
3041 fix_player(pl->ob); 3004 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3006 }
3045} 3007}
3046 3008
3009void
3047void fix_luck(void) { 3010fix_luck (void)
3048 player *pl; 3011{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3012 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3014 pl->ob->change_luck (0);
3052} 3015}
3053
3054 3016
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3058 */ 3020 */
3059
3060void 3021void
3061cast_dust (object * op, object * throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3062{ 3023{
3063 object *skop, *spob; 3024 object *skop, *spob;
3064 3025
3065 skop = find_skill_by_name (op, throw_ob->skill); 3026 skop = find_skill_by_name (op, throw_ob->skill);
3066 3027
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3028 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3029 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3030 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3031 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3032 return;
3073 } 3033 }
3074 3034
3075 spob = throw_ob->inv; 3035 spob = throw_ob->inv;
3076 3036
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3037 // 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 3038 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3039 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3040 if (!spob)
3081 { 3041 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3042 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; 3043 return;
3085 } 3044 }
3086 3045
3087 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3048
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3050
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3052}
3096 3053
3054void
3097void make_visible (object *op) { 3055make_visible (object *op)
3056{
3098 op->hide = 0; 3057 op->hide = 0;
3099 op->invisible = 0; 3058 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) 3059 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3060 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3061 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3062 op->contr->invis_race = 0;
3063 }
3064
3065 update_object (op, UP_OBJ_CHANGE);
3066}
3067
3068int
3069is_true_undead (object *op)
3070{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3072 return 1;
3073
3116 return 0; 3074 return 0;
3117} 3075}
3118 3076
3119/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3079 * indicate greater hideability.
3122 */ 3080 */
3123 3081
3082int
3124int hideability(object *ob) { 3083hideability (object *ob)
3084{
3125 int i,level=0, mflag; 3085 int i, level = 0, mflag;
3126 sint16 x,y; 3086 sint16 x, y;
3127 3087
3128 if(!ob||!ob->map) return 0; 3088 if (!ob || !ob->map)
3089 return 0;
3129 3090
3130 /* so, on normal lighted maps, its hard to hide */ 3091 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3092 level = ob->map->darkness - 2;
3132 3093
3133 /* this also picks up whether the object is glowing. 3094 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3095 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3096 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3097 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness));
3137 3099
3138 /* scan through all nearby squares for terrain to hide in */ 3100 /* 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]) { 3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3104 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue;
3107 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3109 level += 2;
3144 else /* open terrain! */ 3110 else /* open terrain! */
3145 level -= 1; 3111 level -= 1;
3146 } 3112 }
3147 3113
3148#if 0 3114#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3115 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3116#endif
3151 return level; 3117 return level;
3152} 3118}
3153 3119
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3120/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3121 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3122 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3123 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3124 */
3159 3125
3126void
3160void do_hidden_move (object *op) { 3127do_hidden_move (object *op)
3128{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3130 object *skop;
3163 3131
3164 if(!op || !op->map) return; 3132 if (!op || !op->map)
3133 return;
3165 3134
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3136
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3138 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3139 if (!skop || num >= skop->level)
3140 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3142 make_visible (op);
3173 return; 3143 return;
3174 } else num += 20;
3175 } 3144 }
3145 else
3146 num += 20;
3147
3176 num += op->map->difficulty; 3148 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3150 num -= hide;
3151
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 {
3180 make_visible(op); 3154 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3155 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3157 }
3184 else if (op->type == PLAYER && skop) { 3158 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3160}
3188 3161
3189/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3190 3163
3164int
3191int stand_near_hostile( object *who ) { 3165stand_near_hostile (object *who)
3166{
3192 object *tmp=NULL; 3167 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3168 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3169 maptile *m;
3195 sint16 x,y; 3170 sint16 x, y;
3196 3171
3197 if(!who) return 0; 3172 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; 3173 return 0;
3174
3175 if (who->type == PLAYER)
3176 player = 1;
3177
3178 else
3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3180
3181 /* search adjacent squares */
3182 for (i = 1; i < 9; i++)
3183 {
3184 x = who->x + freearr_x[i];
3185 y = who->y + freearr_y[i];
3186 m = who->map;
3187 mflags = get_map_flags (m, &m, x, y, &x, &y);
3188 /* space must be blocked if there is a monster. If not
3189 * blocked, don't need to check this space.
3190 */
3191 if (mflags & P_OUT_OF_MAP)
3192 continue;
3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3194 continue;
3195
3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 {
3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3199 return 1;
3200 else if (tmp->type == PLAYER)
3201 {
3202 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3204 return 1;
3205 }
3206 }
3207 }
3208 return 0;
3227} 3209}
3228 3210
3229/* check the player los field for viewability of the 3211/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3212 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3213 * 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. 3220 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3221 * -b.t.
3240 * This function is now map tiling safe. 3222 * This function is now map tiling safe.
3241 */ 3223 */
3242 3224
3225int
3243int player_can_view (object *pl,object *op) { 3226player_can_view (object *pl, object *op)
3227{
3244 rv_vector rv; 3228 rv_vector rv;
3245 int dx,dy; 3229 int dx, dy;
3246 3230
3247 if(pl->type!=PLAYER) { 3231 if (pl->type != PLAYER)
3232 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3233 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; 3234 return -1;
3274 op = op->more;
3275 } 3235 }
3236
3237 if (!pl || !op)
3276 return 0; 3238 return 0;
3239
3240 op = op->head_ ();
3241
3242 get_rangevector (pl, op, &rv, 0x1);
3243
3244 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any
3246 * part that is in the los array but isnt on
3247 * a blocked los square.
3248 * we use the archetype to figure out offsets.
3249 */
3250 while (op)
3251 {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1;
3263 op = op->more;
3264 }
3265 return 0;
3277} 3266}
3278 3267
3279/* routine for both players and monsters. We call this when 3268/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3269 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3270 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3271 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3272 * return 0.
3284 */ 3273 */
3274int
3285int action_makes_visible (object *op) { 3275action_makes_visible (object *op)
3276{
3286 3277
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3281 return 0;
3290 3282
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3292 3285
3293 /* If monsters, they should become visible */ 3286 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3290 return 1;
3297 } 3291 }
3298 } 3292 }
3299 return 0; 3293 return 0;
3300} 3294}
3301 3295
3302/* op_on_battleground - checks if the given object op (usually 3296/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3297 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3298 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3299 * -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 3300 * 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 3301 * 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 3302 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3303 */
3304int
3310int op_on_battleground (object *op, int *x, int *y) { 3305op_on_battleground (object *op, int *x, int *y)
3306{
3311 object *tmp; 3307 object *tmp;
3312 3308
3313 /* A battleground-tile needs the following attributes to be valid: 3309 /* 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), 3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3312 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3313 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3314 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3316 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3321 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3322 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3326 object *invtmp; 3325 object *invtmp;
3326
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3328 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3333 return 1;
3334 }
3335 }
3336 }
3330 if (x != NULL && y != NULL) 3337 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3339 return 1;
3333 } 3340 }
3334 } 3341 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3342 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3343 /* If we got here, did not find a battleground */
3343 return 0; 3344 return 0;
3344} 3345}
3345 3346
3346/* 3347/*
3350 * attributes: 3351 * attributes:
3351 * object *who the dragon player 3352 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3353 * int atnr the attack-number of the ability focus
3353 * int level ability level 3354 * int level ability level
3354 */ 3355 */
3356void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3357dragon_ability_gain (object *who, int atnr, int level)
3358{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3359 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3360 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3361 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3362 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3364 int i = 0, j = 0;
3362 3365
3363 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3372 3375
3373 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3374 return; 3377 return;
3375 3378
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3380
3378 3381 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3382 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3384 return;
3382 } 3385 }
3383 3386
3384 /* everything seems okay - now bring on the gift: */ 3387 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3388 item = &(tr->item->clone);
3386 3389
3387 if (item->type == SPELL) { 3390 if (item->type == SPELL)
3391 {
3388 if (check_spell_known (who, item->name)) 3392 if (check_spell_known (who, item->name))
3389 return; 3393 return;
3390 3394
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3395 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); 3396 do_learn_spell (who, item, 0);
3393 return; 3397 return;
3394 } 3398 }
3395 3399
3396 /* grant direct spell */ 3400 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3401 if (item->type == SPELLBOOK)
3402 {
3398 if (!item->inv) { 3403 if (!item->inv)
3404 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3405 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3406 return;
3402 } 3407 }
3403 if (check_spell_known (who, item->inv->name)) 3408 if (check_spell_known (who, item->inv->name))
3404 return; 3409 return;
3405 if (item->invisible) { 3410 if (item->invisible)
3411 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3412 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); 3413 do_learn_spell (who, item->inv, 0);
3408 return; 3414 return;
3409 } 3415 }
3410 } 3416 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3417 else if (item->type == SKILL_TOOL && item->invisible)
3418 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3419 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3420 {
3413 3421
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3422 /* 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 3423 * 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, 3424 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3425 * but not all of them, he gets nothing.
3418 */ 3426 */
3419 if (!(skop->attacktype & item->attacktype)) { 3427 if (!(skop->attacktype & item->attacktype))
3428 {
3420 /* Give new attacktype */ 3429 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3430 skop->attacktype |= item->attacktype;
3422 3431
3423 /* always add physical if there's none */ 3432 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3433 skop->attacktype |= AT_PHYSICAL;
3425 3434
3426 if (item->msg != NULL) 3435 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3437
3429 /* Give player new face */ 3438 /* Give player new face */
3430 if (item->animation_id) { 3439 if (item->animation_id)
3440 {
3431 who->face = skop->face; 3441 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3442 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3443 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3444 who->last_anim = 0;
3435 who->state = 0; 3445 who->state = 0;
3436 animate_object(who, who->direction); 3446 animate_object (who, who->direction);
3437 } 3447 }
3448 }
3449 }
3438 } 3450 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3451 else if (item->type == FORCE)
3452 {
3442 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3454 object *skin;
3455
3444 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3459 ;
3448 3460
3461 if (!skin)
3462 return;
3463
3449 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3466 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3467 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3468
3453 /* print message */ 3469 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3470 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3471 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3472 {
3457 if (j) 3473 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3474 {
3459 else 3475 if (j)
3460 j = 1; 3476 strcat (buf, " and ");
3477 else
3478 j = 1;
3461 strcat(buf, spellpathnames[i]); 3479 strcat (buf, spellpathnames[i]);
3462 } 3480 }
3463 } 3481 }
3464 strcat(buf,"."); 3482 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3484 }
3467 3485
3468 /* evtl. adding flags: */ 3486 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3487 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3488 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3489 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3490 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3492 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3493
3476 /* print message if there is one */ 3494 /* print message if there is one */
3477 if (item->msg != NULL) 3495 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 }
3498 else
3479 } 3499 {
3480 else {
3481 /* generate misc. treasure */ 3500 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3501 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3502 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); 3503 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3504 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3505 esrv_send_item (who, tmp);
3487 } 3506 }
3488} 3507}
3489 3508
3490/** 3509/**
3491 * Unready an object for a player. This function does nothing if the object was 3510 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3511 * not readied.
3493 */ 3512 */
3513void
3494void player_unready_range_ob(player *pl, object *ob) { 3514player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3515{
3496
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3516 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3498 if (pl->ranges[i] == ob) { 3517 if (pl->ranges[i] == ob)
3518 {
3499 pl->ranges[i] = NULL; 3519 pl->ranges[i] = 0;
3500 if (pl->shoottype == i) { 3520 if (pl->shoottype == i)
3501 pl->shoottype = range_none; 3521 pl->shoottype = range_none;
3502 }
3503 } 3522 }
3504 }
3505} 3523}
3524
3525sint8
3526player::visibility_at (maptile *map, int x, int y) const
3527{
3528 if (!ns)
3529 return 0;
3530
3531 int dx, dy;
3532 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3533 return 0;
3534
3535 x += dx - ns->current_x + ns->mapx / 2;
3536 y += dy - ns->current_y + ns->mapy / 2;
3537
3538 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3539 return 0;
3540
3541 return 100 - blocked_los [x][y];
3542}

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