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

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