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

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