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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 1.127 by root, Sat May 12 18:14:48 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 apply_special (ob, op, AP_UNAPPLY);
131} 275 apply_special (ob, op, AP_APPLY);
132
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; 276 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 277 }
171 } 278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
172 299 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 300 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 301 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}
180 302
181int playername_ok(const char *cp) { 303 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 304
185 for(;*cp!='\0';cp++) 305 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 306 ns->pl = 0;
187 return 0; 307 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 } 308 }
229 309
230 /* Clears basically the entire player structure except 310 if (ob)
231 * for next and socket. 311 ob->close_container (); //TODO: client-specific
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
235 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 332 * we deal with that below this point.
237 */ 333 */
238 p->party=NULL; 334 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 335 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 337
244#ifdef AUTOSAVE 338 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 339
246#endif 340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
247 357 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 358 ob->destroy_inv (false);
359 ob->destroy ();
249 360 }
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} 361}
301 362
302 363player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 364{
306 strcpy(op->contr->maplevel, first_map_path); 365 /* Clear item stack */
307 op->x = -1; 366 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 367}
311 368
312/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
314 * mode. 371 * mode.
315 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
316 377
317int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 379
320 p=get_player(NULL); 380 pl->ob->roll_stats ();
321 p->socket = *ns; 381 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 382 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 383
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); 384 set_first_map (pl->ob);
332 385
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; 386 return pl;
340} 387}
341 388
342/* 389/*
343 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
346 */ 393 */
394archetype *
347archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
348{ 396{
349 archetype *start = at; 397 archetype *start = at;
398
350 for (;;) { 399 for (;;)
400 {
351 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
352 at=first_archetype; 402 at = first_archetype;
353 else 403 else
354 at=at->next; 404 at = at->next;
405
355 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
356 return at; 407 return at;
408
357 if (at == start) { 409 if (at == start)
410 {
358 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 412 exit (-1);
360 } 413 }
361 } 414 }
362} 415}
363 416
364 417object *
365object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
366 object *op = NULL; 420 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 421 objectlink *ol;
369 unsigned lastdist; 422 unsigned lastdist;
370 rv_vector rv; 423 rv_vector rv;
371 424
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
373 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
377 */ 431 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
379 object *tmp=ol->ob; 434 object *tmp = ol->ob;
380 435
381 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 437 * itself will have been cleared.
383 */ 438 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
385 ol = ol->next; 441 ol = ol->next;
386 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
387 if (!ol) return op; 443 if (!ol)
388 } 444 return op;
445 }
389 446
390 /* Remove special check for player from this. First, it looks to cause 447 /* 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 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 449 * 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 450 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
396 */ 453 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 455 continue;
399 456
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) { 457 if (lastdist > rv.distance)
409 op=pl->ob; 458 {
459 op = ol->ob;
410 lastdist=rv.distance; 460 lastdist = rv.distance;
461 }
411 } 462 }
412 } 463
413 } 464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
414#if 0 472#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 474#endif
417 return op; 475 return op;
418} 476}
419 477
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* 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 479 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 496 * is probably not a good thing.
439 */ 497 */
440#define MAX_SPACES 50 498#define MAX_SPACES 50
441
442 499
443/* 500/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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. 516 * 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, 517 * 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 518 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 519 * is blocking itself.
463 */ 520 */
521int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
465 rv_vector rv; 524 rv_vector rv;
466 sint16 x,y; 525 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
469 528
470 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
471 530
472 if (rv.distance<mindiff) return 0; 531 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; 532 return 0;
725}
726 533
727void confirm_password(object *op) { 534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 540
729 op->contr->write_buf[0]='\0'; 541 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 542 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 543 return 0;
732}
733 544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655}
656
657void
658give_initial_items (object *pl, treasurelist * items)
659{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749}
750
751void
734void get_party_password(object *op, partylist *party) { 752get_party_password (object *op, partylist *party)
753{
735 if (party == NULL) { 754 if (party == NULL)
755 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 757 return;
738 } 758 }
759
739 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 764}
744
745 765
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
747int roll_stat(void) { 768roll_stat (void)
769{
748 int a[4],i,j,k; 770 int a[4], i, j, k;
749 771
750 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
752 774
753 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 776 if (a[i] < k)
755 k=a[i],j=i; 777 k = a[i], j = i;
756 778
757 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 780 if (i != j)
759 k+=a[i]; 781 k += a[i];
760 } 782
761 return k; 783 return k;
762} 784}
763 785
764void roll_stats(object *op) { 786void
765 int sum=0; 787object::roll_stats ()
766 int i = 0, j = 0; 788{
767 int statsort[7]; 789 int statsort [7];
768 790
791 for (;;)
769 do { 792 {
770 op->stats.Str=roll_stat(); 793 int sum = 0;
771 op->stats.Dex=roll_stat(); 794 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 795 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);
781 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
782 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 802 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;
790 803
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]; 804 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
810 811
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; 812 stats.exp = 0;
822 op->stats.ac=0; 813 stats.ac = 0;
823 814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
824 op->contr->levhp[1] = 9; 821 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 822 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 823 contr->levgrace[1] = 3;
827 824
828 fix_player(op); 825 contr->orig_stats = stats;
826 }
827}
828
829void
830object::swap_stats (int a, int b)
831{
832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
829 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
832 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
833} 857}
834 858
835void Roll_Again(object *op) 859static void
860start_info (object *op)
836{ 861{
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]; 862 char buf[MAX_BUF];
845 863
846 if ( op->contr->Swap_First == -1 ) { 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
954 869
955/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
959 * not the class. 874 * not the class.
960 */ 875 */
961 876void
962int key_change_class(object *op, char key) 877player::chargen_race_done ()
963{ 878{
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 */ 879 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
978 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
980 888
981 op->contr->state=ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
982 890
983 if (op->msg) { 891 if (ob->msg)
984 free_string(op->msg); 892 ob->msg = 0;
985 op->msg=NULL;
986 }
987 893
988 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
989 * to save here. 895 * 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 */ 896 */
1030 897 {
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]; 898 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); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 900 make_path_to_file (buf);
1102 next = mp->next; 901 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 902
1104 delete_map(mp); 903 start_info (ob);
1105 } 904 CLEAR_FLAG (ob, FLAG_WIZ);
1106 905 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
1108 } 914 {
1109 play_again(op); 915 object *tmp;
1110 return 1; 916 char mapname[MAX_BUF];
1111}
1112 917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
931
932void
933player::chargen_race_next ()
934{
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966}
967
968void
1113void flee_player(object *op) { 969flee_player (object *op)
970{
1114 int dir,diff; 971 int dir, diff;
1115 rv_vector rv; 972 rv_vector rv;
1116 973
1117 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 978 return;
1121 } 979 }
1122 980
1123 if(op->enemy==NULL) { 981 if (op->enemy == NULL)
982 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 983 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 985 return;
1127 } 986 }
1128 987
1129 /* Seen some crashes here. Since we don't store an 988 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 989 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 990 * actual enemy, and the object is recycled.
1132 */ 991 */
1133 if (op->enemy->map == NULL) { 992 if (op->enemy->map == NULL)
993 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 995 op->enemy = NULL;
1136 return; 996 return;
1137 } 997 }
1138 998
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1140 op->enemy=NULL; 1001 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1003 return;
1143 } 1004 }
1005
1144 get_rangevector(op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1145 1007
1146 dir=absdir(4+rv.direction); 1008 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1009 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 } 1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1154 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1019 op->enemy = NULL;
1157} 1020}
1158
1159 1021
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1024 * stop.
1163 */ 1025 */
1026int
1164int check_pick(object *op) { 1027check_pick (object *op)
1028{
1165 object *tmp, *next; 1029 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1030 int stop = 0;
1168 int j, k, wvratio; 1031 int wvratio;
1169 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1170
1171 1033
1172 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1174 return 1; 1036 return 1;
1175 1037
1176 op_tag = op->count;
1177
1178 next = op->below; 1038 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1039
1182 /* loop while there are items on the floor that are not marked as 1040 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1041 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1042 while (next && !next->destroyed ())
1185 { 1043 {
1186 tmp = next; 1044 tmp = next;
1187 next = tmp->below; 1045 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1046
1191 if (was_destroyed (op, op_tag)) 1047 if (op->destroyed ())
1192 return 0; 1048 return 0;
1193 1049
1194 if ( ! can_pick (op, tmp)) 1050 if (!can_pick (op, tmp))
1195 continue; 1051 continue;
1196 1052
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1054 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1055 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1056 pick_up (op, tmp);
1201 continue; 1057 continue;
1202 } 1058 }
1203 1059
1204 /* high not bit set? We're using the old autopickup model */ 1060 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1206 switch (op->contr->mode) { 1063 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1064 {
1208 case 1: pick_up (op, tmp); 1065 case 0:
1209 return 1; 1066 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1067 case 1:
1211 return 0; 1068 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1069 return 1;
1213 case 4: pick_up (op, tmp); 1070 case 2:
1214 break; 1071 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1072 return 0;
1216 stop = 1; 1073 case 3:
1217 break; 1074 return 0; /* stop before pickup */
1218 case 6: 1075 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1076 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1077 break;
1221 pick_up(op, tmp); 1078 case 5:
1222 break; 1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1223 1086
1224 case 7: 1087 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1088 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1089 pick_up (op, tmp);
1227 break; 1090 break;
1228 1091
1229 default: 1092 default:
1230 /* use value density */ 1093 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1096 pick_up (op, tmp);
1234 >= op->contr->mode) 1097 }
1235 pick_up(op,tmp); 1098 }
1236 } 1099 else
1237 } 1100 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1101 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1102 if (op->contr->mode & PU_DEBUG)
1241 { 1103 {
1242 /* some debugging code to figure out item information */ 1104 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1105 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1107 &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)))); 1108 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1110 &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)))); 1111
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1252 1114
1253 sprintf(putstring,"...flags: "); 1115 /* philosophy:
1254 for(k=0;k<4;k++) 1116 * It's easy to grab an item type from a pile, as long as it's
1255 { 1117 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1118 * and selections, select-items should be used. This is a
1257 { 1119 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1120 * example.
1259 { 1121 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1122 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1123 * convert to decimal and then 'pickup <#>
1262 } 1124 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1267#if 0 1351#if 0
1268 /* print the flags too */ 1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1353 if (tmp->name != NULL)
1270 { 1354 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1356 }
1273 { 1357 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1359 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1360 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 1361#endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1280 } 1366 }
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 1367
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; 1368 return !stop;
1444} 1369}
1445 1370
1446/* 1371/*
1447 * Find an arrow in the inventory and after that 1372 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1373 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1374 * found object is returned.
1450 */ 1375 */
1376object *
1451object *find_arrow(object *op, const char *type) 1377find_arrow (object *op, const char *type)
1452{ 1378{
1453 object *tmp = NULL; 1379 object *tmp = 0;
1454 1380
1455 for(op=op->inv; op; op=op->below) 1381 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1382 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); 1383 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1384 else if (op->type == ARROW && op->race == type)
1460 return op; 1385 return op;
1386
1461 return tmp; 1387 return tmp;
1462} 1388}
1463 1389
1464/* 1390/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1395 */
1470 1396object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1398{
1473 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1475 1401
1476 if (!type) 1402 if (!type)
1477 return NULL; 1403 return NULL;
1478 1404
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1406 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1408 {
1409 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1410 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1411 if (i > betterby)
1485 tmp = ntmp; 1412 {
1486 betterby = i; 1413 tmp = ntmp;
1487 } 1414 betterby = i;
1415 }
1416 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1489 /* allways prefer assasination/slaying */ 1419 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1421 {
1492 if (arrow->attacktype & AT_DEATH) { 1422 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1423 {
1494 return arrow; 1424 *better = 100;
1495 } else { 1425 return arrow;
1496 tmp = arrow; 1426 }
1427 else
1428 {
1429 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1431 }
1499 } else { 1432 }
1433 else
1434 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1501 attacktype = 1<<attacknum; 1437 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1438 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) { 1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1440 {
1441 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1443 }
1507 } 1444 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1446 {
1447 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1449 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1451 {
1452 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1454 }
1455 }
1456 }
1516 } 1457 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1458 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1459 return find_arrow (op, type);
1521 1460
1522 *better = betterby; 1461 *better = betterby;
1523 return tmp; 1462 return tmp;
1524} 1463}
1525 1464
1526/* looks in a given direction, finds the first valid target, and calls 1465/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1467 * op = the shooter
1529 * type = bow->race 1468 * type = bow->race
1530 * dir = fire direction 1469 * dir = fire direction
1531 */ 1470 */
1532 1471object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1534{ 1473{
1535 object *tmp = NULL; 1474 object *tmp = NULL;
1536 mapstruct *m; 1475 maptile *m;
1537 int i, mflags, found, number; 1476 int i, mflags, found, number;
1538 sint16 x, y; 1477 sint16 x, y;
1539 1478
1540 if (op->map == NULL) 1479 if (op->map == NULL)
1541 return find_arrow(op, type); 1480 return find_arrow (op, type);
1542 1481
1543 /* do a dex check */ 1482 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1483 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))) 1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1485 return find_arrow (op, type);
1547 1486
1548 m = op->map; 1487 m = op->map;
1549 x = op->x; 1488 x = op->x;
1550 y = op->y; 1489 y = op->y;
1551 1490
1552 /* find the first target */ 1491 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1554 x += freearr_x[dir]; 1494 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1495 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1558 tmp = NULL; 1499 tmp = NULL;
1559 break; 1500 break;
1501 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1505 * perhaps a bad assumption.
1563 */ 1506 */
1564 tmp = NULL; 1507 tmp = NULL;
1565 break; 1508 break;
1566 } 1509 }
1567 if (mflags & P_IS_ALIVE) { 1510 if (mflags & P_IS_ALIVE)
1511 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1514 {
1571 break; 1515 found++;
1572 } 1516 break;
1517 }
1573 if (found) 1518 if (found)
1574 break; 1519 break;
1575 } 1520 }
1576 } 1521 }
1577 if (tmp == NULL) 1522 if (tmp == NULL)
1578 return find_arrow(op, type); 1523 return find_arrow (op, type);
1579 1524
1580 if (tmp->head) 1525 if (tmp->head)
1581 tmp = tmp->head; 1526 tmp = tmp->head;
1582 1527
1583 return find_better_arrow(op, tmp, type, &i); 1528 return find_better_arrow (op, tmp, type, &i);
1584} 1529}
1585 1530
1586/* 1531/*
1587 * Creature fires a bow - op can be monster or player. Returns 1532 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1533 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1536 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1537 * 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 1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1539 * player fire modes.
1595 */ 1540 */
1541int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1543{
1599 object *left, *bow; 1544 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1545 int bowspeed, mflags;
1602 mapstruct *m; 1546 maptile *m;
1603 1547
1604 if (!dir) { 1548 if (!dir)
1549 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1551 return 0;
1552 }
1553
1554 if (player *pl = op->contr)
1607 } 1555 {
1608 if (op->type == PLAYER) 1556 bow = pl->ranged_ob;
1609 bow=op->contr->ranges[range_bow]; 1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1610 else { 1560 else
1561 {
1611 for(bow=op->inv; bow; bow=bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1614 */ 1565 */
1615 if(bow->type==BOW) 1566 if (bow->type == BOW)
1616 break; 1567 break;
1617 1568
1618 if (!bow) { 1569 if (!bow)
1570 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1572 return 0;
1621 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1622 } 1582 }
1583
1623 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1587 return 0;
1626 } 1588 }
1627 1589
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1591
1630 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1633 if (bowspeed < 1) 1596 if (bowspeed < 1)
1634 bowspeed = 1; 1597 bowspeed = 1;
1635 1598
1636 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1638 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1606 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1644 return 0; 1609 return 0;
1645 } 1610 }
1646 } 1611 }
1612
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1614 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1615 return 0;
1650 } 1616
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1617 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1618 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1619 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1620 return 0;
1654 } 1621 }
1655 1622
1656 /* this should not happen, but sometimes does */ 1623 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1624 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1625 {
1626 arrow->destroy ();
1627 return 0;
1628 }
1662 1629
1663 left = arrow; /* these are arrows left to the player */ 1630 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1631 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1632 if (!arrow)
1633 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1635 return 0;
1669 return 0;
1670 } 1636 }
1671 set_owner(arrow, op); 1637
1672 if (arrow->skill) free_string(arrow->skill); 1638 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1639 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1640 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1641
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1645
1688 if (arrow->slaying != NULL) 1646 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1647 arrow->spellarg = strdup (arrow->slaying);
1690 1648
1691 /* Note that this was different for monsters - they got their level 1649 if (op->type == PLAYER)
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694 1650 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1696 0 : dam_bonus[op->stats.Str]) + 1652 op->update_stats ();
1697 bow->stats.dam + bow->magic + arrow->magic; 1653 }
1698 1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1699 /* update the speed */ 1659 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1701 0 : dam_bonus[op->stats.Str]) + 1661 + bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1662
1705 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1709 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1710 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1671 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 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1721 arrow->level = op->level; 1680 arrow->level = op->level;
1722 } 1681 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1724 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1687 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1688
1728 arrow->map = m; 1689 arrow->stats.wc -= arrow->level;
1690
1729 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1693
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1695 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1696
1736 if (!was_destroyed(arrow, tag)) 1697 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1698 move_arrow (arrow);
1738 1699
1739 if (op->type == PLAYER) { 1700 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1701 {
1702 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1703 esrv_del_item (op->contr, left->count);
1742 else 1704 else
1743 esrv_send_item(op, left); 1705 esrv_send_item (op, left);
1744 } 1706 }
1707
1745 return 1; 1708 return 1;
1746} 1709}
1747 1710
1748/* Special fire code for players - this takes into 1711/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1712 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1713 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1714 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1715 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1716 * hence the function name.
1754 */ 1717 */
1718int
1755int player_fire_bow(object *op, int dir) 1719player_fire_bow (object *op, int dir)
1756{ 1720{
1757 int ret=0, wcmod=0; 1721 int ret = 0, wcmod = 0;
1758 1722
1759 if (op->contr->bowtype == bow_bestarrow) { 1723 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1724 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1725 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); 1726 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1730 wcmod = -1;
1731
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1733 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1734 else if (op->contr->bowtype == bow_threewide)
1735 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 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)]); 1737 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)]); 1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1740 else if (op->contr->bowtype == bow_spreadshot)
1741 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1743 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); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1745 }
1777 } else { 1746 else
1747 {
1778 /* Simple case */ 1748 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1750 }
1751
1781 return ret; 1752 return ret;
1782} 1753}
1783 1754
1784 1755
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1787 */ 1758 */
1759void
1788void fire_misc_object(object *op, int dir) 1760fire_misc_object (object *op, int dir)
1789{ 1761{
1790 object *item; 1762 object *item = op->contr->ranged_ob;
1791 1763
1792 if (!op->contr->ranges[range_misc]) { 1764 if (!item)
1765 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1767 return;
1795 } 1768 }
1796 1769
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1770 if (!item->inv)
1771 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1773 return;
1801 } 1774 }
1802 if (item->type == WAND) { 1775
1803 if(item->stats.food<=0) { 1776 if (!op->change_weapon (item))
1804 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));
1806 return; 1777 return;
1807 } 1778
1779 if (item->type == WAND)
1780 {
1781 if (item->stats.food <= 0)
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1786 return;
1787 }
1788 }
1808 } else if (item->type == ROD || item->type==HORN) { 1789 else if (item->type == ROD || item->type == HORN)
1790 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1811 if (item->type== ROD) 1795 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1796 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)); 1797 else
1814 else 1798 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, 1799
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1800 return;
1818 } 1801 }
1819 } 1802 }
1820 1803
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1805 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1807 if (item->type == WAND)
1808 {
1824 if (!(--item->stats.food)) { 1809 if (!(--item->stats.food))
1825 object *tmp; 1810 {
1826 if (item->arch) { 1811 object *tmp;
1812
1813 if (item->arch)
1814 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
1829 item->speed = 0; 1817 item->set_speed (0);
1830 update_ob_speed(item); 1818 }
1831 } 1819
1832 if ((tmp=is_player_inv(item))) 1820 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1822 }
1835 } 1823 }
1836 else if (item->type == ROD || item->type==HORN) { 1824 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1825 drain_rod_charge (item);
1838 }
1839 } 1826 }
1840} 1827}
1841 1828
1842/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
1843 */ 1830 */
1831void
1844void fire(object *op,int dir) { 1832fire (object *op, int dir)
1833{
1845 int spellcost=0; 1834 int spellcost = 0;
1846 1835
1847 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1837 if (action_makes_visible (op))
1838 make_visible (op);
1849 1839
1850 switch(op->contr->shoottype) { 1840 player *pl = op->contr;
1851 case range_none: 1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1852 return; 1851 return;
1853 1852
1854 case range_bow: 1853 switch (ob->type)
1854 {
1855 case BOW:
1855 player_fire_bow(op, dir); 1856 player_fire_bow (op, dir);
1856 return; 1857 break;
1857 1858
1858 case range_magic: /* Casting spells */ 1859 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1861 break;
1861 1862
1862 case range_misc: 1863 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 ); 1864 apply_map_builder (op, dir);
1887 return; 1865 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1894 1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876}
1895 1877
1896/* find_key 1878/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1879 * 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 1880 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1881 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1883 * pl is the player,
1902 * inv is the objects inventory to searched 1884 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1885 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1886 * This function can be called recursively to search containers.
1905 */ 1887 */
1906 1888object *
1907object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1908{ 1890{
1909 object *tmp,*key; 1891 object *tmp, *key;
1910 1892
1911 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1894 if (!container->inv)
1895 return 0;
1913 1896
1914 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1917 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1919 */ 1904 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1906 break;
1922 } 1907 }
1908
1923 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1910 /* 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 1911 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1912 * a key, return
1927 */ 1913 */
1928 if (!tmp) { 1914 if (!tmp)
1915 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1930 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1919 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 {
1921 if ((key = find_key (pl, tmp, door)))
1922 return key;
1923 }
1924 }
1925
1926 if (!tmp)
1927 return NULL;
1933 } 1928 }
1934 } 1929
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
1939 */ 1932 */
1940 if (pl!=container) { 1933 if (pl != container)
1934 {
1941 /* Only let players use keys in containers */ 1935 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1936 if (!pl->contr)
1937 return NULL;
1943 /* cases where this fails: 1938 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1939 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1940 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1941 * If the container is not active, return now since only active
1947 * containers can be used. 1942 * containers can be used.
1948 * If we only search keyrings and the container does not have 1943 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1944 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1945 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1946 * inv must have been an container and must have been active.
1952 * 1947 *
1953 * Change the color so that the message doesn't disappear with 1948 * Change the color so that the message doesn't disappear with
1954 * all the others. 1949 * all the others.
1955 */ 1950 */
1956 if (pl->contr->usekeys == key_inventory || 1951 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1952 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1954 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1956 "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; 1957 return NULL;
1965 } 1958 }
1966 } 1959 }
1960
1967 return tmp; 1961 return tmp;
1968} 1962}
1969 1963
1970/* moved door processing out of move_player_attack. 1964/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1965 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1966 * such that the caller should not do anything more,
1973 * 0 otherwise 1967 * 0 otherwise
1974 */ 1968 */
1969static int
1975static int player_attack_door(object *op, object *door) 1970player_attack_door (object *op, object *door)
1976{ 1971{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1972 /* 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 - 1973 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1974 * otherwise, we fall through to the rest of the code.
1981 */ 1975 */
1982 object *key=find_key(op, op, door); 1976 object *key = find_key (op, op, door);
1983 1977
1984 /* IF we found a key, do some extra work */ 1978 /* IF we found a key, do some extra work */
1985 if (key) { 1979 if (key)
1980 {
1986 object *container=key->env; 1981 object *container = key->env;
1987 1982
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1991 if (door->type == DOOR) { 1991 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1996 "You open the door with the %s", query_short_name(key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1997 }
1998
1999 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2002 if (container != op) 2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2004 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2006 }
2005 } else if (door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
2008 {
2006 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2011 return 1;
2009 } 2012 }
2013
2010 return 0; 2014 return 0;
2011} 2015}
2012 2016
2013/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2018 */ 2022 */
2019 2023void
2020void move_player_attack(object *op, int dir) 2024move_player_attack (object *op, int dir)
2021{ 2025{
2022 object *tmp, *mon, *tpl; 2026 object *tmp, *mon;
2023 sint16 nx, ny;
2024 int on_battleground; 2027 int on_battleground;
2025 mapstruct *m; 2028 maptile *m;
2026 2029
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2031 2032
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2033 2034
2034 /* If braced, or can't move to the square, and it is not out of the 2035 /* 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 2036 * 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 2037 * 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 2038 * 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 2039 * 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 2040 * 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 2041 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2042 * move_ob uses.
2042 */ 2043 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2044 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 2045 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2046 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");*/ 2047 {
2048 m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2056 return;
2053 }
2054 2057
2055 mon = NULL; 2058 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2059 /* 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. 2060 * 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 2061 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2062 * on the space
2060 */ 2063 */
2061 while (tmp!=NULL) { 2064 while (tmp)
2065 {
2062 if (tmp == op) { 2066 if (tmp == op)
2063 tmp=tmp->above; 2067 {
2064 continue; 2068 tmp = tmp->above;
2065 } 2069 continue;
2070 }
2071
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2073 {
2068 break; 2074 mon = tmp;
2069 } 2075 break;
2076 }
2077
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2079 mon = tmp;
2080
2072 tmp=tmp->above; 2081 tmp = tmp->above;
2073 } 2082 }
2074 2083
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2084 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2085 return; /* into a wall */
2077 2086
2078 if(mon->head != NULL) 2087 if (mon->head)
2079 mon = mon->head; 2088 mon = mon->head;
2080 2089
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2091 if (player_attack_door (op, mon))
2092 return;
2083 2093
2084 /* The following deals with possibly attacking peaceful 2094 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2095 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2096 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2097 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2098 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2099 * and thus will not push them.
2090 */ 2100 */
2091 2101
2092 /* If the creature is a pet, push it even if the player is not 2102 /* 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 2103 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2104 * player owns it and it is either friendly or unagressive.
2095 */ 2105 */
2096 if ((op->type==PLAYER) 2106 if ((op->type == PLAYER)
2097#if COZY_SERVER 2107#if COZY_SERVER
2098 && 2108 &&
2099 ( 2109 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2111#else
2105 && get_owner(mon)==op 2112 && mon->owner == op
2106#endif 2113#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2115 {
2109 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2117 if (op->contr->braced)
2118 return;
2119
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2121 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2114 return; 2125 return;
2115 } 2126 }
2116 2127
2117 /* in certain circumstances, you shouldn't attack friendly 2128 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2129 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2130 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2131 * attack them either.
2121 */ 2132 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2133 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2135#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2136 (op->contr->peaceful
2137 || (mon->type == PLAYER
2138 && mon->contr->
2139 peaceful)) &&
2127#else 2140#else
2128 op->contr->peaceful && 2141 op->contr->peaceful &&
2129#endif 2142#endif
2130 !on_battleground 2143 !on_battleground))
2144 {
2145 if (!op->contr->braced)
2131 )) { 2146 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2148 push_ob (mon, dir, op);
2135 } else { 2149 }
2150 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2151 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2152
2153 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op);
2155 }
2156
2141 /* If the object is a boulder or other rollable object, then 2157 /* 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. 2158 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2159 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2161 {
2145 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2147 } 2164 make_visible (op);
2165 }
2148 2166
2149 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2172 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2175 {
2159 2176
2160 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2178 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2179 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2180 * incurred a 1 tick offset.
2164 */ 2181 */
2165 if (!op->contr->has_hit) { 2182 if (!op->contr->has_hit)
2183 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2185
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2187 }
2170 2188
2171 skill_attack(mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2172 2190
2173 /* If attacking another player, that player gets automatic 2191 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2192 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2193 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2194 * the wiz.
2177 */ 2195 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2196 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)) { 2197 {
2180 short luck = mon->stats.luck; 2198 short luck = mon->stats.luck;
2199
2181 mon->contr->has_hit = 1; 2200 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2201 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2202 mon->stats.luck = luck;
2184 } 2203 }
2185 if(action_makes_visible(op)) make_visible(op); 2204
2186 } 2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2187 } /* if player should attack something */ 2208 } /* if player should attack something */
2188} 2209}
2189 2210
2211int
2190int move_player(object *op,int dir) { 2212move_player (object *op, int dir)
2213{
2191 int pick; 2214 int pick;
2192 object *transport = op->contr->transport;
2193 2215
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2216 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; 2217 return 0;
2218
2219 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9))
2221 {
2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2223 return 0;
2224 }
2225
2226 /* peterm: added following line */
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229
2230 op->facing = dir;
2231
2232 if (op->hide)
2233 do_hidden_move (op);
2234
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ;
2237 else if (op->contr->fire_on)
2238 fire (op, dir);
2239 else
2240 {
2241 move_player_attack (op, dir);
2242 pick = check_pick (op);
2243 }
2244
2245 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing.
2247 */
2248 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2249 op->direction = dir;
2250 else
2251 op->direction = 0;
2252
2253 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities
2255 * for players.
2256 */
2257 animate_object (op, op->facing);
2258 return 0;
2256} 2259}
2257 2260
2258/* This is similar to handle_player, below, but is only used by the 2261/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2262 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2263 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2264 * the new speed values for commands.
2262 * 2265 *
2263 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2264 */ 2267 */
2268int
2265int handle_newcs_player(object *op) 2269handle_newcs_player (object *op)
2266{ 2270{
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)) { 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2272 {
2284 flee_player(op); 2273 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2287 op->speed_left--; 2277 op->speed_left--;
2288 return 0; 2278 return 0;
2289 } 2279 }
2290 } 2280 }
2291 2281
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 2282 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2284 * called, so we recheck it here.
2307 */ 2285 */
2308 HandleClient(&op->contr->socket, op->contr); 2286 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2287 return 1;
2310 2288
2289 if (op->speed_left > 0)
2290 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2312 /* All move commands take 1 tick, at least for now */ 2293 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2294 op->speed_left--;
2314 2295
2315 /* Instead of all the stuff below, let move_player take care 2296 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2297 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2298 * there, as well as the confusion stuff.
2318 */ 2299 */
2319 move_player(op, op->direction); 2300 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2301
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2321 else return 0; 2306 return 0;
2322 } 2307}
2308
2309int
2310save_life (object *op)
2311{
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2313 return 0;
2324}
2325 2314
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) 2315 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2320
2337 query_name(tmp));
2338 if (op->contr) 2321 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2322 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2323
2341 free_object(tmp); 2324 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326
2343 if(op->stats.hp<0) 2327 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2328 op->stats.hp = op->stats.maxhp;
2329
2345 if(op->stats.food<0) 2330 if (op->stats.food < 0)
2346 op->stats.food = 999; 2331 op->stats.food = 999;
2347 fix_player(op); 2332
2333 op->update_stats ();
2348 return 1; 2334 return 1;
2349 } 2335 }
2336
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2338 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2339 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2340 return 0;
2354} 2341}
2355 2342
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2343/* 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 2344 * 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 2345 * function will descend into containers. op is the object to start the search
2359 * from. 2346 * from.
2360 */ 2347 */
2348void
2361void remove_unpaid_objects(object *op, object *env) 2349remove_unpaid_objects (object *op, object *env)
2362{ 2350{
2363 object *next;
2364
2365 while (op) { 2351 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2352 {
2367 * we remove object 'op' 2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2354
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2356 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2357 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2358 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 2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367}
2382 2368
2383/* 2369/*
2384 * Returns pointer a static string containing gravestone text 2370 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2371 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2372 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2373 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2374 * but there isn't one in the server directory.
2389 */ 2375 */
2376char *
2390char *gravestone_text (object *op) 2377gravestone_text (object *op)
2391{ 2378{
2392 static char buf2[MAX_BUF]; 2379 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2380 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2381 time_t now = time (NULL);
2395 2382
2396 strcpy (buf2, " R.I.P.\n\n"); 2383 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2386 else
2400 sprintf (buf, "%s\n", op->name); 2387 sprintf (buf, "%s\n", &op->name);
2388
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2390 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2391 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2393 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2397 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2402 strcat (buf2, buf);
2413 } 2403 }
2404
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2407 strcat (buf2, buf);
2408
2417 return buf2; 2409 return buf2;
2418} 2410}
2419 2411
2420 2412void
2421
2422void do_some_living(object *op) { 2413do_some_living (object *op)
2414{
2423 int last_food=op->stats.food; 2415 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2416 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2417 int over_hp, over_sp, over_grace;
2426 int i; 2418 int i;
2427 int rate_hp = 1200; 2419 int rate_hp = 1200;
2428 int rate_sp = 2500; 2420 int rate_sp = 2500;
2429 int rate_grace = 2000; 2421 int rate_grace = 2000;
2430 const int max_hp = 1; 2422 const int max_hp = 1;
2431 const int max_sp = 1; 2423 const int max_sp = 1;
2432 const int max_grace = 1; 2424 const int max_grace = 1;
2433 2425
2434 if (op->contr->outputs_sync) { 2426 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2427 {
2436 if (op->contr->outputs[i].buf!=NULL && 2428 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2429 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2439 } 2435 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2437 {
2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2443 }
2440 2444
2441 if(op->contr->state==ST_PLAYING) { 2445 if (op->contr->ns->state == ST_PLAYING)
2442 2446 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2448 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2449 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2450 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2451 else
2452 {
2448 gen_hp = op->stats.maxhp; 2453 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2454 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2455 }
2456
2451 if(op->contr->gen_sp >= 0 ) 2457 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2458 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2459 else
2460 {
2454 gen_sp = op->stats.maxsp; 2461 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2462 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2463 }
2464
2457 if(op->contr->gen_grace >= 0) 2465 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2467 else
2468 {
2460 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2471 }
2463 2472
2464 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2476 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) { 2477 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2478 {
2479 op->stats.sp++;
2469 /* dms do not consume food */ 2480 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2482 {
2483 op->stats.food--;
2472 if(op->contr->digestion<0) 2484 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2485 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2486 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; 2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2513 }
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 2514
2498 /* Regenerate Grace */ 2515 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2517 if (--op->last_grace < 0)
2518 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2519 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2520 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2521
2522 if (max_grace > 1)
2523 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2525 if (over_grace > 0)
2506 op->stats.sp += over_grace 2526 {
2527 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; 2528 + (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; 2529 op->last_grace = 0;
2509 } else { 2530 }
2531 else
2532 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2534 }
2512 } else { 2535 }
2536 else
2537 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2539 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2540 /* wearing stuff doesn't detract from grace generation. */
2516 } 2541 }
2517 2542
2518 /* Regenerate Hit Points */ 2543 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2544 if (--op->last_heal < 0)
2545 {
2520 if(op->stats.hp<op->stats.maxhp) { 2546 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2547 {
2548 op->stats.hp++;
2522 /* dms do not consume food */ 2549 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2551 {
2552 op->stats.food--;
2525 if(op->contr->digestion<0) 2553 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2555 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; 2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_hp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2566 op->last_heal = 0;
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2530 } 2577 }
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 2578
2546 /* Digestion */ 2579 /* Digestion */
2547 if(--op->last_eat<0) { 2580 if (--op->last_eat < 0)
2581 {
2548#ifdef COZY_SERVER 2582#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2585#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2586 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 2587#endif
2556 2588
2557 if(op->contr->gen_hp > 0) 2589 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2591 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593
2561 /* dms do not consume food */ 2594 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2596 op->stats.food--;
2564 } 2597 }
2565 2598
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2599 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2600 {
2601 object *tmp, *flesh = 0;
2568 2602
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2603 for (tmp = op->inv; tmp; tmp = tmp->below)
2604 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2606 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2610 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2611 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2612 break;
2576 } 2613 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2614 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2615 flesh = tmp;
2579 } /* end of for loop */ 2616 } /* End if paid for object */
2617 } /* end of for loop */
2618
2580 /* If player is still starving, it means they don't have any food, so 2619 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2620 * eat flesh instead.
2582 */ 2621 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2625 manual_apply (op, flesh, 0);
2586 } 2626 }
2587 } /* end if player is starving */ 2627 }
2588 2628
2589 while(op->stats.food<0&&op->stats.hp>0) 2629 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2630 op->stats.food++, op->stats.hp--;
2591 2631
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2633 kill_player (op);
2634 }
2594} 2635}
2595
2596
2597 2636
2598/* If the player should die (lack of hp, food, etc), we call this. 2637/* 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 2638 * 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 2639 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2640 * file.
2602 */ 2641 */
2642void
2603void kill_player(object *op) 2643kill_player (object *op)
2604{ 2644{
2605 char buf[MAX_BUF]; 2645 char buf[MAX_BUF];
2606 int x,y,i; 2646 int x, y;
2647
2648 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2649 maptile *map; /* this is for resurrection */
2650
2608 int z; 2651 /* int z;
2609 int num_stats_lose; 2652 int num_stats_lose;
2610 int lost_a_stat; 2653 int lost_a_stat;
2611 int lose_this_stat; 2654 int lose_this_stat;
2612 int this_stat; 2655 int this_stat; */
2613 int will_kill_again; 2656 int will_kill_again;
2614 archetype *at; 2657 archetype *at;
2615 object *tmp; 2658 object *tmp;
2616 2659
2617 if(save_life(op)) 2660 if (save_life (op))
2618 return; 2661 return;
2619 2662
2620 2663
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2664 /* 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. 2665 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2666 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2667 */
2625 if (op_on_battleground(op, &x, &y)) { 2668 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2669 {
2627 "You have been defeated in combat!"); 2670 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, 2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2672
2630
2631 /* restore player */ 2673 /* restore player */
2632 at = find_archetype("poisoning"); 2674 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2675 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2676 {
2635 remove_ob(tmp); 2677 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2679 }
2639 2680
2640 at = find_archetype("confusion"); 2681 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2683 {
2643 remove_ob(tmp); 2684 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2686 }
2647 2687
2648 cure_disease(op,0); /* remove any disease */ 2688 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2689 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2690 if (op->stats.food <= 0)
2651 2691 op->stats.food = 999;
2692
2652 /* create a bodypart-trophy to make the winner happy */ 2693 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2694 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2695 {
2656 sprintf(buf,"%s's finger",op->name); 2696 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2697 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2698 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2699 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2701 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2702 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2703 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2704 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 2705 }
2706
2669 /* teleport defeated player to new destination*/ 2707 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2708 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2709 op->contr->braced = 0;
2672 return; 2710 return;
2673 } 2711 }
2674 2712
2675 INVOKE_PLAYER (DEATH, op->contr); 2713 INVOKE_PLAYER (DEATH, op->contr);
2676 2714
2677 command_kill_pets (op, 0); 2715 command_kill_pets (op, 0);
2678 2716
2679 if(op->stats.food<0) { 2717 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2718 {
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); 2719 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2720 strcpy (op->contr->killer, "starvation");
2688 } 2721 }
2689 else { 2722 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); 2723 sprintf (buf, "%s died.", &op->name);
2697 } 2724
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2726
2700 /* save the map location for corpse, gravestone*/ 2727 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2728 x = op->x;
2729 y = op->y;
2730 map = op->map;
2702 2731
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2732 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2733 * 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. 2734 * See the config.h file for a little more in depth detail about this.
2708 */ 2735 */
2709 2736
2710 /* Basically two ways to go - remove a stat permanently, or just 2737 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2738 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2739 * of death.
2713 */ 2740 */
2714#ifndef COZY_SERVER 2741#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2742 if (settings.balanced_stat_loss)
2743 {
2716 /* If stat loss is permanent, lose one stat only. */ 2744 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2745 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2746 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2747 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2748 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2749 little bit harder. */
2722 /* GD */ 2750 /* GD */
2723 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2752 num_stats_lose = 1;
2725 else 2753 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2754 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2755 }
2756 else
2728 num_stats_lose = 1; 2757 num_stats_lose = 1;
2729 } 2758
2730 lost_a_stat = 0; 2759 lost_a_stat = 0;
2731 2760
2732 for (z=0; z<num_stats_lose; z++) { 2761 for (z = 0; z < num_stats_lose; z++)
2762 {
2733 i = RANDOM() % NUM_STATS; 2763 i = RANDOM () % NUM_STATS;
2734 2764
2735 if (settings.stat_loss_on_death) { 2765 if (settings.stat_loss_on_death)
2766 {
2736 /* Pick a random stat and take a point off it. Tell the player 2767 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2768 * what he lost.
2738 */ 2769 */
2739 change_attr_value(&(op->stats), i,-1); 2770 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2771 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2772 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2773 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2774 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2775 lost_a_stat = 1;
2745 } else { 2776 }
2777 else
2778 {
2746 /* deplete a stat */ 2779 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2780 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2781 object *dep;
2782
2783 dep = present_arch_in_ob (deparch, op);
2784 if (!dep)
2749 2785 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2786 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2787 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 2788 }
2783 if (lose_this_stat) { 2789 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss)
2791 {
2792 /* GD */
2793 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2794 this_stat = get_attr_value (&(dep->stats), i);
2795 if (this_stat < 0)
2796 {
2797 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2798 int keep_chance = this_stat * this_stat;
2799
2800 /* Yes, I am paranoid. Sue me. */
2801 if (keep_chance < 1)
2802 keep_chance = 1;
2803
2804 /* There is a maximum depletion total per level. */
2805 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2806 {
2807 lose_this_stat = 0;
2808 /* Take loss chance vs keep chance to see if we
2809 retain the stat. */
2810 }
2811 else
2812 {
2813 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2814 lose_this_stat = 0;
2815 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816 this_stat, keep_chance, loss_chance,
2817 lose_this_stat?"LOSE":"KEEP"); */
2818 }
2819 }
2820 }
2821
2822 if (lose_this_stat)
2823 {
2824 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2825 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2826 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2827 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2828 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2829 * difference.
2790 */ 2830 */
2791 if (this_stat>=-50) { 2831 if (this_stat >= -50)
2832 {
2792 change_attr_value(&(dep->stats), i, -1); 2833 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2834 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2836 op->update_stats ();
2796 lost_a_stat = 1; 2837 lost_a_stat = 1;
2797 } 2838 }
2798 } 2839 }
2840 }
2799 } 2841 }
2800 }
2801 /* If no stat lost, tell the player. */ 2842 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2843 if (!lost_a_stat)
2803 { 2844 {
2804 /* determine_god() seems to not work sometimes... why is this? 2845 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2846 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2847 const char *god = determine_god (op);
2848
2807 if (god && (strcmp(god, "none"))) 2849 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2850 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" 2851 else
2810 " you.", god); 2852 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 } 2853 }
2854#else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2856#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 2857
2819 /* Put a gravestone up where the character 'almost' died. List the 2858 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2859 * exp loss on the stone.
2821 */ 2860 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2861 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2862 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2863 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2864 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2865 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2866 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" 2867 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; 2868 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2870
2836 /**************************************/ 2871 /**************************************/
2837 /* */ 2872 /* */
2838 /* Subtract the experience points, */ 2873 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2874 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2875 /* food, and reset HP's... */
2841 /* */ 2876 /* */
2842 /**************************************/ 2877 /**************************************/
2843 2878
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2879 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2880 /* restore player */
2846 at = find_archetype("poisoning"); 2881 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2882 tmp = present_arch_in_ob (at, op);
2883
2848 if (tmp) { 2884 if (tmp)
2849 remove_ob(tmp); 2885 {
2850 free_object(tmp); 2886 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2888 }
2853 2889
2854 at = find_archetype("confusion"); 2890 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2891 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2892 if (tmp)
2857 remove_ob(tmp); 2893 {
2858 free_object(tmp); 2894 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2896 }
2897
2861 cure_disease(op,0); /* remove any disease */ 2898 cure_disease (op, 0); /* remove any disease */
2862 2899
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2900 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2901 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2907
2870 /* 2908 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2909 * 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 2910 * and put them back in the map.
2873 * in the map. 2911 */
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); 2912 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2913
2884 /****************************************/ 2914 /****************************************/
2885 /* */ 2915 /* */
2886 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
2888 /* */ 2918 /* */
2889 /****************************************/ 2919 /****************************************/
2890 2920
2891 enter_player_savebed(op); 2921 enter_player_savebed (op);
2892 2922
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2923 op->contr->braced = 0;
2897 save_player(op,1);
2898 2924
2899 /* it is possible that the player has blown something up 2925 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2926 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2927 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2928 * on the space that might harm the player.
2903 */ 2929 */
2904 will_kill_again=0; 2930 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2931 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2932 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2933 will_kill_again |= tmp->attacktype;
2908 } 2934
2909 if (will_kill_again) { 2935 if (will_kill_again)
2936 {
2910 object *force; 2937 object *force;
2911 int at; 2938 int at;
2912 2939
2913 force=get_archetype(FORCE_NAME); 2940 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2941 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2942 force->speed = 0.1;
2916 force->speed_left=-5.0; 2943 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2944 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2945 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2946 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2947 force->resist[at] = 100;
2921 } 2948
2922 insert_ob_in_ob(force, op); 2949 insert_ob_in_ob (force, op);
2923 fix_player(op); 2950 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2951
2952 }
2953
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2954 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} 2955}
2999 2956
3000 2957void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2958loot_object (object *op)
2959{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2960 object *tmp, *tmp2, *next;
3003 2961
3004 if (op->container) { /* close open sack first */ 2962 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2963
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2964 for (tmp = op->inv; tmp; tmp = next)
2965 {
3009 next=tmp->below; 2966 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2967
3011 remove_ob(tmp); 2968 if (tmp->invisible)
2969 continue;
2970
2971 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2972 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2973
3014 loot_object(tmp); 2974 if (tmp->type == CONTAINER)
3015 } 2975 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2976
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 {
3018 if(tmp->nrof>1) { 2979 if (tmp->nrof > 1)
2980 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2982 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2983 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 }
2985 else
2986 tmp->destroy ();
2987 }
3022 } else 2988 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2990 }
3027} 2991}
3028 2992
3029/* 2993/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2994 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2995 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2996 * was changed.
3033 */ 2997 */
3034 2998void
3035void fix_weight(void) { 2999fix_weight (void)
3036 player *pl; 3000{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3001 for_all_players (pl)
3002 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3004
3039 if(old == sum) 3005 if (old == sum)
3040 continue; 3006 continue;
3041 fix_player(pl->ob); 3007 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3009 }
3045} 3010}
3046 3011
3012void
3047void fix_luck(void) { 3013fix_luck (void)
3048 player *pl; 3014{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3015 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3016 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3017 pl->ob->change_luck (0);
3052} 3018}
3053
3054 3019
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3020/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3021 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3022 * just treat this as any other spell casting object.
3058 */ 3023 */
3059
3060void 3024void
3061cast_dust (object * op, object * throw_ob, int dir) 3025cast_dust (object *op, object *throw_ob, int dir)
3062{ 3026{
3063 object *skop, *spob; 3027 object *skop, *spob;
3064 3028
3065 skop = find_skill_by_name (op, throw_ob->skill); 3029 skop = find_skill_by_name (op, throw_ob->skill);
3066 3030
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3031 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3032 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3033 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3034 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3035 return;
3073 } 3036 }
3074 3037
3075 spob = throw_ob->inv; 3038 spob = throw_ob->inv;
3076 3039
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3040 // 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 3041 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3042 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3043 if (!spob)
3081 { 3044 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3045 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; 3046 return;
3085 } 3047 }
3086 3048
3087 if (op->type == PLAYER) 3049 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3050 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3051
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3052 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3053
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3054 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3055}
3096 3056
3057void
3097void make_visible (object *op) { 3058make_visible (object *op)
3059{
3098 op->hide = 0; 3060 op->hide = 0;
3099 op->invisible = 0; 3061 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) 3062 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3063 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3064 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3065 op->contr->invis_race = 0;
3066 }
3067
3068 update_object (op, UP_OBJ_CHANGE);
3069}
3070
3071int
3072is_true_undead (object *op)
3073{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3075 return 1;
3076
3116 return 0; 3077 return 0;
3117} 3078}
3118 3079
3119/* look at the surrounding terrain to determine 3080/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3081 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3082 * indicate greater hideability.
3122 */ 3083 */
3123 3084
3085int
3124int hideability(object *ob) { 3086hideability (object *ob)
3087{
3125 int i,level=0, mflag; 3088 int i, level = 0, mflag;
3126 sint16 x,y; 3089 sint16 x, y;
3127 3090
3128 if(!ob||!ob->map) return 0; 3091 if (!ob || !ob->map)
3092 return 0;
3129 3093
3130 /* so, on normal lighted maps, its hard to hide */ 3094 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3095 level = ob->map->darkness - 2;
3132 3096
3133 /* this also picks up whether the object is glowing. 3097 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3098 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3099 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3100 if (has_carried_lights (ob))
3101 level = -(10 + (2 * ob->map->darkness));
3137 3102
3138 /* scan through all nearby squares for terrain to hide in */ 3103 /* 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]) { 3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3107 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue;
3110 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3112 level += 2;
3144 else /* open terrain! */ 3113 else /* open terrain! */
3145 level -= 1; 3114 level -= 1;
3146 } 3115 }
3147 3116
3148#if 0 3117#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3118 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3119#endif
3151 return level; 3120 return level;
3152} 3121}
3153 3122
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3123/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3124 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3125 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3126 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3127 */
3159 3128
3129void
3160void do_hidden_move (object *op) { 3130do_hidden_move (object *op)
3131{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3133 object *skop;
3163 3134
3164 if(!op || !op->map) return; 3135 if (!op || !op->map)
3136 return;
3165 3137
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3139
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3141 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3142 if (!skop || num >= skop->level)
3143 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3145 make_visible (op);
3173 return; 3146 return;
3174 } else num += 20;
3175 } 3147 }
3148 else
3149 num += 20;
3150
3176 num += op->map->difficulty; 3151 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3152 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3153 num -= hide;
3154
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 {
3180 make_visible(op); 3157 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3160 }
3184 else if (op->type == PLAYER && skop) { 3161 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3163}
3188 3164
3189/* determine if who is standing near a hostile creature. */ 3165/* determine if who is standing near a hostile creature. */
3190 3166
3167int
3191int stand_near_hostile( object *who ) { 3168stand_near_hostile (object *who)
3169{
3192 object *tmp=NULL; 3170 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3171 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3172 maptile *m;
3195 sint16 x,y; 3173 sint16 x, y;
3196 3174
3197 if(!who) return 0; 3175 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; 3176 return 0;
3177
3178 if (who->type == PLAYER)
3179 player = 1;
3180
3181 else
3182 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3183
3184 /* search adjacent squares */
3185 for (i = 1; i < 9; i++)
3186 {
3187 x = who->x + freearr_x[i];
3188 y = who->y + freearr_y[i];
3189 m = who->map;
3190 mflags = get_map_flags (m, &m, x, y, &x, &y);
3191 /* space must be blocked if there is a monster. If not
3192 * blocked, don't need to check this space.
3193 */
3194 if (mflags & P_OUT_OF_MAP)
3195 continue;
3196 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3197 continue;
3198
3199 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3200 {
3201 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3202 return 1;
3203 else if (tmp->type == PLAYER)
3204 {
3205 /*don't let a hidden DM prevent you from hiding */
3206 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3207 return 1;
3208 }
3209 }
3210 }
3211 return 0;
3227} 3212}
3228 3213
3229/* check the player los field for viewability of the 3214/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3215 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3216 * 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. 3223 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3224 * -b.t.
3240 * This function is now map tiling safe. 3225 * This function is now map tiling safe.
3241 */ 3226 */
3242 3227
3228int
3243int player_can_view (object *pl,object *op) { 3229player_can_view (object *pl, object *op)
3230{
3244 rv_vector rv; 3231 rv_vector rv;
3245 int dx,dy; 3232 int dx, dy;
3246 3233
3247 if(pl->type!=PLAYER) { 3234 if (pl->type != PLAYER)
3235 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3236 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; 3237 return -1;
3274 op = op->more;
3275 } 3238 }
3239
3240 if (!pl || !op)
3276 return 0; 3241 return 0;
3242
3243 op = op->head_ ();
3244
3245 get_rangevector (pl, op, &rv, 0x1);
3246
3247 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any
3249 * part that is in the los array but isnt on
3250 * a blocked los square.
3251 * we use the archetype to figure out offsets.
3252 */
3253 while (op)
3254 {
3255 dx = rv.distance_x + op->arch->clone.x;
3256 dy = rv.distance_y + op->arch->clone.y;
3257
3258 /* only the viewable area the player sees is updated by LOS
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1;
3266 op = op->more;
3267 }
3268 return 0;
3277} 3269}
3278 3270
3279/* routine for both players and monsters. We call this when 3271/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3272 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3273 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3274 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3275 * return 0.
3284 */ 3276 */
3277int
3285int action_makes_visible (object *op) { 3278action_makes_visible (object *op)
3279{
3286 3280
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3284 return 0;
3290 3285
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3292 3288
3293 /* If monsters, they should become visible */ 3289 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3293 return 1;
3297 } 3294 }
3298 } 3295 }
3299 return 0; 3296 return 0;
3300} 3297}
3301 3298
3302/* op_on_battleground - checks if the given object op (usually 3299/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3300 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3301 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3302 * -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 3303 * 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 3304 * 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 3305 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3306 */
3307int
3310int op_on_battleground (object *op, int *x, int *y) { 3308op_on_battleground (object *op, int *x, int *y)
3309{
3311 object *tmp; 3310 object *tmp;
3312 3311
3313 /* A battleground-tile needs the following attributes to be valid: 3312 /* 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), 3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3315 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3316 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3317 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3319 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3324 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3325 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 {
3326 object *invtmp; 3328 object *invtmp;
3329
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3331 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333 {
3334 if (x != NULL && y != NULL)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3336 return 1;
3337 }
3338 }
3339 }
3330 if (x != NULL && y != NULL) 3340 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3342 return 1;
3333 } 3343 }
3334 } 3344 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3345 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3346 /* If we got here, did not find a battleground */
3343 return 0; 3347 return 0;
3344} 3348}
3345 3349
3346/* 3350/*
3350 * attributes: 3354 * attributes:
3351 * object *who the dragon player 3355 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3356 * int atnr the attack-number of the ability focus
3353 * int level ability level 3357 * int level ability level
3354 */ 3358 */
3359void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3360dragon_ability_gain (object *who, int atnr, int level)
3361{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3362 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3363 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3364 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3365 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3367 int i = 0, j = 0;
3362 3368
3363 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3372 3378
3373 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3374 return; 3380 return;
3375 3381
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3383
3378 3384 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3385 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3387 return;
3382 } 3388 }
3383 3389
3384 /* everything seems okay - now bring on the gift: */ 3390 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3391 item = &(tr->item->clone);
3386 3392
3387 if (item->type == SPELL) { 3393 if (item->type == SPELL)
3394 {
3388 if (check_spell_known (who, item->name)) 3395 if (check_spell_known (who, item->name))
3389 return; 3396 return;
3390 3397
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3398 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); 3399 do_learn_spell (who, item, 0);
3393 return; 3400 return;
3394 } 3401 }
3395 3402
3396 /* grant direct spell */ 3403 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3404 if (item->type == SPELLBOOK)
3405 {
3398 if (!item->inv) { 3406 if (!item->inv)
3407 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3408 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3409 return;
3402 } 3410 }
3403 if (check_spell_known (who, item->inv->name)) 3411 if (check_spell_known (who, item->inv->name))
3404 return; 3412 return;
3405 if (item->invisible) { 3413 if (item->invisible)
3414 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3415 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); 3416 do_learn_spell (who, item->inv, 0);
3408 return; 3417 return;
3409 } 3418 }
3410 } 3419 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3420 else if (item->type == SKILL_TOOL && item->invisible)
3421 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3422 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3423 {
3413 3424
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3425 /* 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 3426 * 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, 3427 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3428 * but not all of them, he gets nothing.
3418 */ 3429 */
3419 if (!(skop->attacktype & item->attacktype)) { 3430 if (!(skop->attacktype & item->attacktype))
3431 {
3420 /* Give new attacktype */ 3432 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3433 skop->attacktype |= item->attacktype;
3422 3434
3423 /* always add physical if there's none */ 3435 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3436 skop->attacktype |= AT_PHYSICAL;
3425 3437
3426 if (item->msg != NULL) 3438 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3440
3429 /* Give player new face */ 3441 /* Give player new face */
3430 if (item->animation_id) { 3442 if (item->animation_id)
3443 {
3431 who->face = skop->face; 3444 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3445 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3446 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3447 who->last_anim = 0;
3435 who->state = 0; 3448 who->state = 0;
3436 animate_object(who, who->direction); 3449 animate_object (who, who->direction);
3437 } 3450 }
3451 }
3452 }
3438 } 3453 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3454 else if (item->type == FORCE)
3455 {
3442 /* forces in the treasurelist can alter the player's stats */ 3456 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3457 object *skin;
3458
3444 /* first get the dragon skin force */ 3459 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3462 ;
3448 3463
3464 if (!skin)
3465 return;
3466
3449 /* adding new spellpath attunements */ 3467 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3468 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3469 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3470 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3471
3453 /* print message */ 3472 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3473 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3474 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3475 {
3457 if (j) 3476 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3477 {
3459 else 3478 if (j)
3460 j = 1; 3479 strcat (buf, " and ");
3480 else
3481 j = 1;
3461 strcat(buf, spellpathnames[i]); 3482 strcat (buf, spellpathnames[i]);
3462 } 3483 }
3463 } 3484 }
3464 strcat(buf,"."); 3485 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3486 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3487 }
3467 3488
3468 /* evtl. adding flags: */ 3489 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3490 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3491 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3492 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3493 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3494 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3495 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3496
3476 /* print message if there is one */ 3497 /* print message if there is one */
3477 if (item->msg != NULL) 3498 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 }
3501 else
3479 } 3502 {
3480 else {
3481 /* generate misc. treasure */ 3503 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3504 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3505 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); 3506 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3507 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3508 esrv_send_item (who, tmp);
3487 } 3509 }
3488} 3510}
3489 3511
3490/** 3512/**
3491 * Unready an object for a player. This function does nothing if the object was 3513 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3514 * not readied.
3493 */ 3515 */
3516void
3494void player_unready_range_ob(player *pl, object *ob) { 3517player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3518{
3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3496 3521
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3522 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3523 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3524
3500 if (pl->shoottype == i) { 3525 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3526 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3527}
3528
3529sint8
3530player::visibility_at (maptile *map, int x, int y) const
3531{
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546}

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