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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 ranges [range_skill] = 0;
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;
205 205
206 if (!p) { 206 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 207}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 208
211 /* This adds the player in the linked list. There is extra 209// connect the player with a specific client
212 * complexity here because we want to add the new player at the 210// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 211void
214 * that needs to be done except for things like output of 212player::connect (client *ns)
215 * 'who'. 213{
216 */ 214 this->ns = ns;
217 player *tmp = first_player; 215 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 216
225 p->next = NULL; 217 run_on = 0;
226 } 218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
227 220
228 /* Clears basically the entire player structure except 221 ns->update_look = 0;
229 * for next and socket. 222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 248 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 250 SET_FLAG (ob, FLAG_USE_SHIELD);
233 251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->close_container (); //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
234 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 329 * we deal with that below this point.
236 */ 330 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 334
243#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 336
245#endif 337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
246 355 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
248 358 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 359}
300 360
301 361player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 362{
305 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
306 op->x = -1; 364 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 365}
310 366
311/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
313 * mode. 369 * mode.
314 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
315 375
316int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 377 set_first_map (pl->ob);
331 378
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 379 return pl;
339} 380}
340 381
341/* 382/*
342 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
345 */ 386 */
387archetype *
346archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
347{ 389{
348 archetype *start = at; 390 archetype *start = at;
391
349 for (;;) { 392 for (;;)
393 {
350 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
351 at=first_archetype; 395 at = first_archetype;
352 else 396 else
353 at=at->next; 397 at = at->next;
398
354 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
355 return at; 400 return at;
401
356 if (at == start) { 402 if (at == start)
403 {
357 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 405 exit (-1);
359 } 406 }
360 } 407 }
361} 408}
362 409
363 410object *
364object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
365 object *op = NULL; 413 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 414 objectlink *ol;
368 unsigned lastdist; 415 unsigned lastdist;
369 rv_vector rv; 416 rv_vector rv;
370 417
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
372 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
376 */ 424 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
378 object *tmp=ol->ob; 427 object *tmp = ol->ob;
379 428
380 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 430 * itself will have been cleared.
382 */ 431 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
384 ol = ol->next; 434 ol = ol->next;
385 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
386 if (!ol) return op; 436 if (!ol)
387 } 437 return op;
438 }
388 439
389 /* Remove special check for player from this. First, it looks to cause 440 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 443 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
395 */ 446 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 448 continue;
398 449
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
408 op=pl->ob; 451 {
452 op = ol->ob;
409 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
410 } 455 }
411 } 456
412 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
413#if 0 465#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 467#endif
416 return op; 468 return op;
417} 469}
418 470
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 472 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 489 * is probably not a good thing.
438 */ 490 */
439#define MAX_SPACES 50 491#define MAX_SPACES 50
440
441 492
442/* 493/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 510 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 511 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 512 * is blocking itself.
462 */ 513 */
514int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
464 rv_vector rv; 517 rv_vector rv;
465 sint16 x,y; 518 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
468 521
469 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
470 523
471 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 525 return 0;
724}
725 526
726void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 533
728 op->contr->write_buf[0]='\0'; 534 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 535 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 536 return 0;
731}
732 537
538 while (diff > 1 && max > 0)
539 {
540 lastx = x;
541 lasty = y;
542 lastmap = m;
543 x = lastx + freearr_x[dir];
544 y = lasty + freearr_y[dir];
545
546 mflags = get_map_flags (m, &m, x, y, &x, &y);
547 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
548
549 /* Space is blocked - try changing direction a little */
550 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
551 && (m == mon->map && blocked_link (mon, m, x, y))))
552 {
553 /* recalculate direction from last good location. Possible
554 * we were not traversing ideal location before.
555 */
556 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
557 if (rv.direction != dir)
558 {
559 /* OK - says direction should be different - lets reset the
560 * the values so it will try again.
561 */
562 x = lastx;
563 y = lasty;
564 m = lastmap;
565 dir = firstdir = rv.direction;
566 }
567 else
568 {
569 /* direct path is blocked - try taking a side step to
570 * either the left or right.
571 * Note increase the values in the loop below to be
572 * more than -1/1 respectively will mean the monster takes
573 * bigger detour. Have to be careful about these values getting
574 * too big (3 or maybe 4 or higher) as the monster may just try
575 * stepping back and forth
576 */
577 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
578 {
579 if (i == 0)
580 continue; /* already did this, so skip it */
581 /* Use lastdir here - otherwise,
582 * since the direction that the creature should move in
583 * may change, you could get infinite loops.
584 * ie, player is northwest, but monster can only
585 * move west, so it does that. It goes some distance,
586 * gets blocked, finds that it should move north,
587 * can't do that, but now finds it can move east, and
588 * gets back to its original point. lastdir contains
589 * the last direction the creature has successfully
590 * moved.
591 */
592
593 x = lastx + freearr_x[absdir (lastdir + i)];
594 y = lasty + freearr_y[absdir (lastdir + i)];
595 m = lastmap;
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 continue;
599 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
600 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
601 continue;
602 if (mflags & P_BLOCKSVIEW)
603 continue;
604
605 if (m == mon->map && blocked_link (mon, m, x, y))
606 break;
607 }
608 /* go through entire loop without finding a valid
609 * sidestep to take - thus, no valid path.
610 */
611 if (i == (DETOUR_AMOUNT + 1))
612 return 0;
613 diff--;
614 lastdir = dir;
615 max--;
616 if (!firstdir)
617 firstdir = dir + i;
618 } /* else check alternate directions */
619 } /* if blocked */
620 else
621 {
622 /* we moved towards creature, so diff is less */
623 diff--;
624 max--;
625 lastdir = dir;
626 if (!firstdir)
627 firstdir = dir;
628 }
629
630 if (diff <= 1)
631 {
632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance.
634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 }
638
639 if (diff > max)
640 return 0;
641 }
642
643 /* If we reached the max, didn't find a direction in time */
644 if (!max)
645 return 0;
646
647 return firstdir;
648}
649
650void
651give_initial_items (object *pl, treasurelist * items)
652{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657
658 for (op = pl->inv; op; op = next)
659 {
660 next = op->below;
661
662 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way
664 */
665 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
666 SET_FLAG (op, FLAG_APPLIED);
667
668 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions
670 */
671 if (pl->type == PLAYER)
672 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
674 (op->type == ARMOUR || op->type == BOOTS ||
675 op->type == CLOAK || op->type == HELMET ||
676 op->type == SHIELD || op->type == GLOVES ||
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 {
679 op->destroy ();
680 continue;
681 }
682 }
683
684 /* This really needs to be better - we should really give
685 * a substitute spellbook. The problem is that we don't really
686 * have a good idea what to replace it with (need something like
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */
690 if (op->type == SPELLBOOK || op->type == SKILL)
691 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 {
700 op->destroy ();
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702 continue;
703 }
704
705 if (op->nrof > 1)
706 op->nrof = 1;
707 }
708
709 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713
714 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be
716 * merged properly.
717 */
718 if (need_identify (op))
719 {
720 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED);
723 }
724 if (op->type == SPELL)
725 {
726 op->destroy ();
727 continue;
728 }
729 else if (op->type == SKILL)
730 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0;
733 op->level = 1;
734 }
735 /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */
739
740 /* Need to set up the skill pointers */
741 link_player_skills (pl);
742}
743
744void
733void get_party_password(object *op, partylist *party) { 745get_party_password (object *op, partylist *party)
746{
734 if (party == NULL) { 747 if (party == NULL)
748 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 750 return;
737 } 751 }
752
738 op->contr->write_buf[0]='\0'; 753 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 757}
743
744 758
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760static int
746int roll_stat(void) { 761roll_stat (void)
762{
747 int a[4],i,j,k; 763 int a[4], i, j, k;
748 764
749 for(i=0;i<4;i++) 765 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 766 a[i] = (int) rndm (6) + 1;
751 767
752 for(i=0,j=0,k=7;i<4;i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 769 if (a[i] < k)
754 k=a[i],j=i; 770 k = a[i], j = i;
755 771
756 for(i=0,k=0;i<4;i++) { 772 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 773 if (i != j)
758 k+=a[i]; 774 k += a[i];
759 } 775
760 return k; 776 return k;
761} 777}
762 778
763void roll_stats(object *op) { 779void
764 int sum=0; 780object::roll_stats ()
765 int i = 0, j = 0; 781{
766 int statsort[7]; 782 int statsort [7];
767 783
784 for (;;)
768 do { 785 {
769 op->stats.Str=roll_stat(); 786 int sum = 0;
770 op->stats.Dex=roll_stat(); 787 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 788 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
781 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 796
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
809 804
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 805 stats.exp = 0;
821 op->stats.ac=0; 806 stats.ac = 0;
822 807
808 stats.hp = stats.maxhp;
809 stats.sp = stats.maxsp;
810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
823 op->contr->levhp[1] = 9; 814 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 815 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 816 contr->levgrace[1] = 3;
826 817
827 fix_player(op); 818 contr->orig_stats = stats;
819 }
820}
821
822void
823object::swap_stats (int a, int b)
824{
825 int tmp = get_attr_value (&contr->orig_stats, a);
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828
829 stats.Str = contr->orig_stats.Str;
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
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
828 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
832} 857}
833 858
834void Roll_Again(object *op) 859static void
860start_info (object *op)
835{ 861{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
844 863
845 if ( op->contr->Swap_First == -1 ) { 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 868}
953 869
954/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
958 * not the class. 874 * not the class.
959 */ 875 */
960 876int
961int key_change_class(object *op, char key) 877key_change_class (object *op, char key)
962{ 878{
963 int tmp_loop; 879 int tmp_loop;
964 880
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 881 if (key == 'd' || key == 'D')
882 {
971 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
972 884
973 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 887
888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
891
977 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
979 894
980 op->contr->state=ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
981 896
982 if (op->msg) { 897 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 898 op->msg = NULL;
985 }
986 899
987 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
988 * to save here. 901 * to save here.
989 */ 902 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 904 make_path_to_file (buf);
992 905
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 906 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 908 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 909 link_player_skills (op);
1000 esrv_send_inventory(op, op); 910 esrv_send_inventory (op, op);
1001 fix_player(op); 911 op->update_stats ();
1002 912
1003 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1004 * is one for this race 914 * is one for this race
1005 */ 915 */
1006 if(*first_map_ext_path) { 916 if (*first_map_ext_path)
917 {
1007 object *tmp; 918 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 920
1011 first_map_ext_path, op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 922 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 923 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1018 * default initial map */ 928 * default initial map */
1019 free_object(tmp); 929 tmp->destroy ();
930 }
1020 } else { 931 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 933
934 return 0;
935 }
936
1026 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1028 */ 939 */
1029 940
1030 tmp_loop = 0; 941 tmp_loop = 0;
1031 while(!tmp_loop) { 942 while (!tmp_loop)
1032 const char *name = add_string (op->name); 943 {
944 shstr name = op->name;
1033 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1034 remove_statbonus(op); 946
1035 remove_ob (op); 947 op->remove_statbonus ();
948 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 949 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 950 op->arch->clone.copy_to (op);
1038 op->instantiate (); 951 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 953 op->name = op->name_pl = name;
1041 op->name = name; 954 op->x = x;
1042 free_string(op->name_pl); 955 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 957 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 958 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 959 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 960 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 961 }
962
1055 update_object(op,UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 964 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 965 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 968 op->stats.grace = 0;
969
1061 if (op->msg) 970 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 974 return 0;
1065} 975}
1066 976
1067int key_confirm_quit(object *op, char key) 977void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 978flee_player (object *op)
979{
1113 int dir,diff; 980 int dir, diff;
1114 rv_vector rv; 981 rv_vector rv;
1115 982
1116 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 987 return;
1120 } 988 }
1121 989
1122 if(op->enemy==NULL) { 990 if (op->enemy == NULL)
991 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 992 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 993 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 994 return;
1126 } 995 }
1127 996
1128 /* Seen some crashes here. Since we don't store an 997 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 998 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 999 * actual enemy, and the object is recycled.
1131 */ 1000 */
1132 if (op->enemy->map == NULL) { 1001 if (op->enemy->map == NULL)
1002 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1004 op->enemy = NULL;
1135 return; 1005 return;
1136 } 1006 }
1137 1007
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1139 op->enemy=NULL; 1010 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1012 return;
1142 } 1013 }
1014
1143 get_rangevector(op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1144 1016
1145 dir=absdir(4+rv.direction); 1017 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1018 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1153 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1028 op->enemy = NULL;
1156} 1029}
1157 1030
1158 1031
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1033 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1034 * stop.
1162 */ 1035 */
1036int
1163int check_pick(object *op) { 1037check_pick (object *op)
1038{
1164 object *tmp, *next; 1039 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1040 int stop = 0;
1167 int j, k, wvratio; 1041 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1042 char putstring[128], tmpstr[16];
1169 1043
1170
1171 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1173 return 1; 1046 return 1;
1174 1047
1175 op_tag = op->count;
1176
1177 next = op->below; 1048 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1049
1181 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1051 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1184 { 1053 {
1185 tmp = next; 1054 tmp = next;
1186 next = tmp->below; 1055 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1056
1190 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1191 return 0; 1058 return 0;
1192 1059
1193 if ( ! can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1194 continue; 1061 continue;
1195 1062
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1064 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1065 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1066 pick_up (op, tmp);
1200 continue; 1067 continue;
1201 } 1068 }
1202 1069
1203 /* high not bit set? We're using the old autopickup model */ 1070 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1205 switch (op->contr->mode) { 1073 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1074 {
1207 case 1: pick_up (op, tmp); 1075 case 0:
1208 return 1; 1076 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1077 case 1:
1210 return 0; 1078 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1079 return 1;
1212 case 4: pick_up (op, tmp); 1080 case 2:
1213 break; 1081 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1082 return 0;
1215 stop = 1; 1083 case 3:
1216 break; 1084 return 0; /* stop before pickup */
1217 case 6: 1085 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1086 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1087 break;
1220 pick_up(op, tmp); 1088 case 5:
1221 break; 1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1222 1096
1223 case 7: 1097 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1098 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1099 pick_up (op, tmp);
1226 break; 1100 break;
1227 1101
1228 default: 1102 default:
1229 /* use value density */ 1103 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1106 pick_up (op, tmp);
1233 >= op->contr->mode) 1107 }
1234 pick_up(op,tmp); 1108 }
1235 } 1109 else
1236 } 1110 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1111 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1112 if (op->contr->mode & PU_DEBUG)
1240 { 1113 {
1241 /* some debugging code to figure out item information */ 1114 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1115 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1118 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1121
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1251 1124
1252 sprintf(putstring,"...flags: "); 1125 /* philosophy:
1253 for(k=0;k<4;k++) 1126 * It's easy to grab an item type from a pile, as long as it's
1254 { 1127 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1128 * and selections, select-items should be used. This is a
1256 { 1129 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1130 * example.
1258 { 1131 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1132 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1133 * convert to decimal and then 'pickup <#>
1261 } 1134 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1266#if 0 1361#if 0
1267 /* print the flags too */ 1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1363 if (tmp->name != NULL)
1269 { 1364 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1365 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1366 }
1272 { 1367 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1368 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1369 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1371#endif
1372 continue;
1373 }
1374 }
1375 } /* the new pickup model */
1279 } 1376 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1377
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1378 return !stop;
1443} 1379}
1444 1380
1445/* 1381/*
1446 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1383 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1384 * found object is returned.
1449 */ 1385 */
1386object *
1450object *find_arrow(object *op, const char *type) 1387find_arrow (object *op, const char *type)
1451{ 1388{
1452 object *tmp = NULL; 1389 object *tmp = 0;
1453 1390
1454 for(op=op->inv; op; op=op->below) 1391 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1394 else if (op->type == ARROW && op->race == type)
1459 return op; 1395 return op;
1396
1460 return tmp; 1397 return tmp;
1461} 1398}
1462 1399
1463/* 1400/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1405 */
1469 1406object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1408{
1472 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1474 1411
1475 if (!type) 1412 if (!type)
1476 return NULL; 1413 return NULL;
1477 1414
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1416 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1418 {
1419 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1420 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1421 if (i > betterby)
1484 tmp = ntmp; 1422 {
1485 betterby = i; 1423 tmp = ntmp;
1486 } 1424 betterby = i;
1425 }
1426 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1488 /* allways prefer assasination/slaying */ 1429 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1431 {
1491 if (arrow->attacktype & AT_DEATH) { 1432 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1433 {
1493 return arrow; 1434 *better = 100;
1494 } else { 1435 return arrow;
1495 tmp = arrow; 1436 }
1437 else
1438 {
1439 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1441 }
1498 } else { 1442 }
1443 else
1444 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1500 attacktype = 1<<attacknum; 1447 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1450 {
1451 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1453 }
1506 } 1454 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1456 {
1457 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1459 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1461 {
1462 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1464 }
1465 }
1466 }
1515 } 1467 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1468 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1469 return find_arrow (op, type);
1520 1470
1521 *better = betterby; 1471 *better = betterby;
1522 return tmp; 1472 return tmp;
1523} 1473}
1524 1474
1525/* looks in a given direction, finds the first valid target, and calls 1475/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1477 * op = the shooter
1528 * type = bow->race 1478 * type = bow->race
1529 * dir = fire direction 1479 * dir = fire direction
1530 */ 1480 */
1531 1481
1482object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1483pick_arrow_target (object *op, const char *type, int dir)
1533{ 1484{
1534 object *tmp = NULL; 1485 object *tmp = NULL;
1535 mapstruct *m; 1486 maptile *m;
1536 int i, mflags, found, number; 1487 int i, mflags, found, number;
1537 sint16 x, y; 1488 sint16 x, y;
1538 1489
1539 if (op->map == NULL) 1490 if (op->map == NULL)
1540 return find_arrow(op, type); 1491 return find_arrow (op, type);
1541 1492
1542 /* do a dex check */ 1493 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1494 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1495 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1496 return find_arrow (op, type);
1546 1497
1547 m = op->map; 1498 m = op->map;
1548 x = op->x; 1499 x = op->x;
1549 y = op->y; 1500 y = op->y;
1550 1501
1551 /* find the first target */ 1502 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1503 for (i = 0, found = 0; i < 20; i++)
1504 {
1553 x += freearr_x[dir]; 1505 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1506 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1507 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1508 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509 {
1557 tmp = NULL; 1510 tmp = NULL;
1558 break; 1511 break;
1512 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1513 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1515 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1516 * perhaps a bad assumption.
1562 */ 1517 */
1563 tmp = NULL; 1518 tmp = NULL;
1564 break; 1519 break;
1565 } 1520 }
1566 if (mflags & P_IS_ALIVE) { 1521 if (mflags & P_IS_ALIVE)
1522 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1523 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1525 {
1570 break; 1526 found++;
1571 } 1527 break;
1528 }
1572 if (found) 1529 if (found)
1573 break; 1530 break;
1574 } 1531 }
1575 } 1532 }
1576 if (tmp == NULL) 1533 if (tmp == NULL)
1577 return find_arrow(op, type); 1534 return find_arrow (op, type);
1578 1535
1579 if (tmp->head) 1536 if (tmp->head)
1580 tmp = tmp->head; 1537 tmp = tmp->head;
1581 1538
1582 return find_better_arrow(op, tmp, type, &i); 1539 return find_better_arrow (op, tmp, type, &i);
1583} 1540}
1584 1541
1585/* 1542/*
1586 * Creature fires a bow - op can be monster or player. Returns 1543 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1544 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1547 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1548 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1549 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1550 * player fire modes.
1594 */ 1551 */
1552int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1554{
1598 object *left, *bow; 1555 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1556 int bowspeed, mflags;
1601 mapstruct *m; 1557 maptile *m;
1602 1558
1603 if (!dir) { 1559 if (!dir)
1560 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1562 return 0;
1606 } 1563 }
1564
1607 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1609 else { 1567 else
1568 {
1610 for(bow=op->inv; bow; bow=bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1613 */ 1572 */
1614 if(bow->type==BOW) 1573 if (bow->type == BOW)
1615 break; 1574 break;
1616 1575
1617 if (!bow) { 1576 if (!bow)
1577 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1579 return 0;
1620 } 1580 }
1621 } 1581 }
1582
1622 if( !bow->race || !bow->skill) { 1583 if (!bow->race || !bow->skill)
1584 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1586 return 0;
1625 } 1587 }
1626 1588
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1590
1629 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1632 if (bowspeed < 1) 1595 if (bowspeed < 1)
1633 bowspeed = 1; 1596 bowspeed = 1;
1634 1597
1635 if (arrow == NULL) { 1598 if (arrow == NULL)
1599 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1600 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 {
1637 if (op->type == PLAYER) 1602 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1605 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1607 return 0;
1644 } 1608 }
1645 } 1609 }
1610
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1612 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1613 return 0;
1649 } 1614
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1618 return 0;
1653 } 1619 }
1654 1620
1655 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1622 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1623 {
1624 arrow->destroy ();
1625 return 0;
1626 }
1661 1627
1662 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1630 if (!arrow)
1631 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1633 return 0;
1668 return 0;
1669 } 1634 }
1670 set_owner(arrow, op); 1635
1671 if (arrow->skill) free_string(arrow->skill); 1636 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1637 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1638 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1639
1678 if (op->type == PLAYER) { 1640 if (op->type == PLAYER)
1641 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1643 op->update_stats ();
1681 } 1644 }
1682 1645
1683 SET_ANIMATION(arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1649 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1650 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1651 arrow->spellarg = strdup (arrow->slaying);
1689 1652
1690 /* Note that this was different for monsters - they got their level 1653 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1654 * added to the damage. I think the strength bonus is more proper.
1692 */ 1655 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1698 /* update the speed */ 1659 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1662
1704 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1708 1665
1709 if (op->type == PLAYER) { 1666 if (op->type == PLAYER)
1667 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1671
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1673 }
1674 else
1675 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1677 arrow->level = op->level;
1721 } 1678 }
1679
1722 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682
1724 if (bow->slaying != NULL) 1683 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1684 arrow->slaying = bow->slaying;
1726 1685
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1688
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1690 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1691
1735 if (!was_destroyed(arrow, tag)) 1692 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1693 move_arrow (arrow);
1737 1694
1738 if (op->type == PLAYER) { 1695 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1696 {
1697 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1698 esrv_del_item (op->contr, left->count);
1741 else 1699 else
1742 esrv_send_item(op, left); 1700 esrv_send_item (op, left);
1743 } 1701 }
1702
1744 return 1; 1703 return 1;
1745} 1704}
1746 1705
1747/* Special fire code for players - this takes into 1706/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1707 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1708 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1709 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1710 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1711 * hence the function name.
1753 */ 1712 */
1713int
1754int player_fire_bow(object *op, int dir) 1714player_fire_bow (object *op, int dir)
1755{ 1715{
1756 int ret=0, wcmod=0; 1716 int ret = 0, wcmod = 0;
1757 1717
1758 if (op->contr->bowtype == bow_bestarrow) { 1718 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1719 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1721 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1725 wcmod = -1;
1726
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1728 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1729 else if (op->contr->bowtype == bow_threewide)
1730 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1735 else if (op->contr->bowtype == bow_spreadshot)
1736 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1740
1776 } else { 1741 }
1742 else
1743 {
1777 /* Simple case */ 1744 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1746 }
1780 return ret; 1747 return ret;
1781} 1748}
1782 1749
1783 1750
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1786 */ 1753 */
1754void
1787void fire_misc_object(object *op, int dir) 1755fire_misc_object (object *op, int dir)
1788{ 1756{
1789 object *item; 1757 object *item;
1790 1758
1791 if (!op->contr->ranges[range_misc]) { 1759 if (!op->contr->ranges[range_misc])
1760 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1762 return;
1794 } 1763 }
1795 1764
1796 item = op->contr->ranges[range_misc]; 1765 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1766 if (!item->inv)
1767 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1769 return;
1800 } 1770 }
1801 if (item->type == WAND) { 1771 if (item->type == WAND)
1772 {
1802 if(item->stats.food<=0) { 1773 if (item->stats.food <= 0)
1774 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1777 return;
1806 } 1778 }
1779 }
1807 } else if (item->type == ROD || item->type==HORN) { 1780 else if (item->type == ROD || item->type == HORN)
1781 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1785 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1787 else
1813 else 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1789 return;
1817 } 1790 }
1818 } 1791 }
1819 1792
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1823 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1824 object *tmp; 1799 {
1825 if (item->arch) { 1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1828 item->speed = 0; 1806 item->set_speed (0);
1829 update_ob_speed(item); 1807 }
1830 } 1808
1831 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1811 }
1834 } 1812 }
1835 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1814 drain_rod_charge (item);
1837 }
1838 } 1815 }
1839} 1816}
1840 1817
1841/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1842 */ 1819 */
1820void
1843void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1844 int spellcost=0; 1823 int spellcost = 0;
1845 1824
1846 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1848 1828
1849 switch(op->contr->shoottype) { 1829 switch (op->contr->shoottype)
1830 {
1850 case range_none: 1831 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1832 return;
1887 default: 1833
1834 case range_bow:
1835 player_fire_bow (op, dir);
1836 return;
1837
1838 case range_magic: /* Casting spells */
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1840 return;
1841
1842 case range_misc:
1843 fire_misc_object (op, dir);
1844 return;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1871 return;
1890 } 1872 }
1891} 1873}
1892
1893
1894 1874
1895/* find_key 1875/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1880 * pl is the player,
1901 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
1904 */ 1884 */
1905 1885object *
1906object * find_key(object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
1907{ 1887{
1908 object *tmp,*key; 1888 object *tmp, *key;
1909 1889
1910 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1891 if (!container->inv)
1892 return 0;
1912 1893
1913 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
1896 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1897 if (door->type == DOOR && tmp->type == KEY)
1898 break;
1916 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
1918 */ 1901 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1903 break;
1921 } 1904 }
1905
1922 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1909 * a key, return
1926 */ 1910 */
1927 if (!tmp) { 1911 if (!tmp)
1912 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
1914 {
1929 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1916 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1917 {
1918 if ((key = find_key (pl, tmp, door)))
1919 return key;
1920 }
1921 }
1922
1923 if (!tmp)
1924 return NULL;
1932 } 1925 }
1933 } 1926
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1928 * see if we actually want to use it
1938 */ 1929 */
1939 if (pl!=container) { 1930 if (pl != container)
1931 {
1940 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1942 /* cases where this fails: 1935 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1937 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1946 * containers can be used. 1939 * containers can be used.
1947 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1951 * 1944 *
1952 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1953 * all the others. 1946 * all the others.
1954 */ 1947 */
1955 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1951 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1954 return NULL;
1964 } 1955 }
1965 } 1956 }
1957
1966 return tmp; 1958 return tmp;
1967} 1959}
1968 1960
1969/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1963 * such that the caller should not do anything more,
1972 * 0 otherwise 1964 * 0 otherwise
1973 */ 1965 */
1966static int
1974static int player_attack_door(object *op, object *door) 1967player_attack_door (object *op, object *door)
1975{ 1968{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1969 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1970 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1971 * otherwise, we fall through to the rest of the code.
1980 */ 1972 */
1981 object *key=find_key(op, op, door); 1973 object *key = find_key (op, op, door);
1982 1974
1983 /* IF we found a key, do some extra work */ 1975 /* IF we found a key, do some extra work */
1984 if (key) { 1976 if (key)
1977 {
1985 object *container=key->env; 1978 object *container = key->env;
1986 1979
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1981 if (action_makes_visible (op))
1982 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op);
1985
1990 if (door->type == DOOR) { 1986 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1995 "You open the door with the %s", query_short_name(key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1992 }
1993
1998 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2001 if (container != op) 1997 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2003 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2001 }
2004 } else if (door->type==LOCKED_DOOR) { 2002 else if (door->type == LOCKED_DOOR)
2003 {
2005 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2006 return 1;
2008 } 2007 }
2008
2009 return 0; 2009 return 0;
2010} 2010}
2011 2011
2012/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2017 */ 2017 */
2018 2018void
2019void move_player_attack(object *op, int dir) 2019move_player_attack (object *op, int dir)
2020{ 2020{
2021 object *tmp, *mon; 2021 object *tmp, *mon;
2022 sint16 nx, ny; 2022 sint16 nx, ny;
2023 int on_battleground; 2023 int on_battleground;
2024 mapstruct *m; 2024 maptile *m;
2025 2025
2026 nx=freearr_x[dir]+op->x; 2026 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2027 ny = freearr_y[dir] + op->y;
2028 2028
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030 2030
2031 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2035 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2036 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2037 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2038 * move_ob uses.
2039 */ 2039 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2041 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2043 {
2044 m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2052 return;
2050 }
2051 2053
2052 mon = NULL; 2054 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2058 * on the space
2057 */ 2059 */
2058 while (tmp!=NULL) { 2060 while (tmp)
2061 {
2059 if (tmp == op) { 2062 if (tmp == op)
2060 tmp=tmp->above; 2063 {
2061 continue; 2064 tmp = tmp->above;
2062 } 2065 continue;
2066 }
2067
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2069 {
2065 break; 2070 mon = tmp;
2066 } 2071 break;
2072 }
2073
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2075 mon = tmp;
2076
2069 tmp=tmp->above; 2077 tmp = tmp->above;
2070 } 2078 }
2071 2079
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2081 return; /* into a wall */
2074 2082
2075 if(mon->head != NULL) 2083 if (mon->head)
2076 mon = mon->head; 2084 mon = mon->head;
2077 2085
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2087 if (player_attack_door (op, mon))
2088 return;
2080 2089
2081 /* The following deals with possibly attacking peaceful 2090 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2091 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2092 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2093 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2094 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2095 * and thus will not push them.
2087 */ 2096 */
2088 2097
2089 /* If the creature is a pet, push it even if the player is not 2098 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2099 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2092 */ 2101 */
2093 if ((op->type==PLAYER) 2102 if ((op->type == PLAYER)
2094#if COZY_SERVER 2103#if COZY_SERVER
2095 && 2104 &&
2096 ( 2105 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2107#else
2102 && get_owner(mon)==op 2108 && mon->owner == op
2103#endif 2109#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2111 {
2106 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2113 if (op->contr->braced)
2114 return;
2115
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2117 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2111 return; 2121 return;
2112 } 2122 }
2113 2123
2114 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2127 * attack them either.
2118 */ 2128 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2132 (op->contr->peaceful
2133 || (mon->type == PLAYER
2134 && mon->contr->
2135 peaceful)) &&
2124#else 2136#else
2125 op->contr->peaceful && 2137 op->contr->peaceful &&
2126#endif 2138#endif
2127 !on_battleground 2139 !on_battleground))
2140 {
2141 if (!op->contr->braced)
2128 )) { 2142 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2144 push_ob (mon, dir, op);
2132 } else { 2145 }
2146 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2138 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2155 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2142 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2144 } 2160 make_visible (op);
2161 }
2145 2162
2146 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2168 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2171 {
2156 2172
2157 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2174 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2175 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2176 * incurred a 1 tick offset.
2161 */ 2177 */
2162 if (!op->contr->has_hit) { 2178 if (!op->contr->has_hit)
2179 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2181
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2183 }
2167 2184
2168 skill_attack(mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2169 2186
2170 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2190 * the wiz.
2174 */ 2191 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2193 {
2177 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2195
2178 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2181 } 2199 }
2182 if(action_makes_visible(op)) make_visible(op); 2200
2183 } 2201 if (action_makes_visible (op))
2202 make_visible (op);
2203 }
2184 } /* if player should attack something */ 2204 } /* if player should attack something */
2185} 2205}
2186 2206
2207int
2187int move_player(object *op,int dir) { 2208move_player (object *op, int dir)
2209{
2188 int pick; 2210 int pick;
2189 2211
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2229} 2255}
2230 2256
2231/* This is similar to handle_player, below, but is only used by the 2257/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2258 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2259 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2260 * the new speed values for commands.
2235 * 2261 *
2236 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2237 */ 2263 */
2264int
2238int handle_newcs_player(object *op) 2265handle_newcs_player (object *op)
2239{ 2266{
2240 if (op->contr->hidden) { 2267 if (op->contr->hidden)
2268 {
2241 op->invisible = 1000; 2269 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2270 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2271 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2272 * alternate it here for it to work correctly.
2245 */ 2273 */
2246 if (pticks & 2) op->invisible--; 2274 if (pticks & 2)
2275 op->invisible--;
2247 } 2276 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2249 op->invisible--; 2279 op->invisible--;
2250 if(!op->invisible) { 2280 if (!op->invisible)
2281 {
2251 make_visible(op); 2282 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2284 }
2254 } 2285 }
2255 2286
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2257 flee_player(op); 2289 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2290 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2260 op->speed_left--; 2293 op->speed_left--;
2261 return 0; 2294 return 0;
2262 } 2295 }
2263 } 2296 }
2264 2297
2265 /* I've been seeing crashes where the golem has been destroyed, but 2298 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2299 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2300 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2301 * put this in a a workaround to clean up the golem pointer.
2269 */ 2302 */
2270 if (op->contr->ranges[range_golem] && 2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2304 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2305
2277 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2308 * called, so we recheck it here.
2280 */ 2309 */
2281 HandleClient(&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2311 return 1;
2283 2312
2313 if (op->speed_left > 0)
2314 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2285 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2318 op->speed_left--;
2287 2319
2288 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2291 */ 2323 */
2292 move_player(op, op->direction); 2324 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2325
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2294 else return 0; 2330 return 0;
2295 } 2331}
2332
2333int
2334save_life (object *op)
2335{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2337 return 0;
2297}
2298 2338
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2344
2310 query_name(tmp));
2311 if (op->contr) 2345 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2346 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2347
2314 free_object(tmp); 2348 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2316 if(op->stats.hp<0) 2351 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2353
2318 if(op->stats.food<0) 2354 if (op->stats.food < 0)
2319 op->stats.food = 999; 2355 op->stats.food = 999;
2320 fix_player(op); 2356
2357 op->update_stats ();
2321 return 1; 2358 return 1;
2322 } 2359 }
2360
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2364 return 0;
2327} 2365}
2328 2366
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2367/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2368 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2369 * function will descend into containers. op is the object to start the search
2332 * from. 2370 * from.
2333 */ 2371 */
2372void
2334void remove_unpaid_objects(object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2335{ 2374{
2336 object *next;
2337
2338 while (op) { 2375 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2376 {
2340 * we remove object 'op' 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2378
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2380 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2381 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2382 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2383
2384 op->insert_at (env);
2385 }
2386 else if (op->inv)
2387 remove_unpaid_objects (op->inv, env);
2388
2389 op = next;
2390 }
2391}
2355 2392
2356/* 2393/*
2357 * Returns pointer a static string containing gravestone text 2394 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2395 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2396 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2397 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2398 * but there isn't one in the server directory.
2362 */ 2399 */
2400char *
2363char *gravestone_text (object *op) 2401gravestone_text (object *op)
2364{ 2402{
2365 static char buf2[MAX_BUF]; 2403 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2404 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2405 time_t now = time (NULL);
2368 2406
2369 strcpy (buf2, " R.I.P.\n\n"); 2407 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2409 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2410 else
2373 sprintf (buf, "%s\n", op->name); 2411 sprintf (buf, "%s\n", &op->name);
2412
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2414 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2416 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2417 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2418 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2419
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2421 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2422 if (op->type == PLAYER)
2423 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2424 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2425 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2426 strcat (buf2, buf);
2386 } 2427 }
2428
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2429 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2431 strcat (buf2, buf);
2432
2390 return buf2; 2433 return buf2;
2391} 2434}
2392 2435
2393 2436void
2394
2395void do_some_living(object *op) { 2437do_some_living (object *op)
2438{
2396 int last_food=op->stats.food; 2439 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2440 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2441 int over_hp, over_sp, over_grace;
2399 int i; 2442 int i;
2400 int rate_hp = 1200; 2443 int rate_hp = 1200;
2401 int rate_sp = 2500; 2444 int rate_sp = 2500;
2402 int rate_grace = 2000; 2445 int rate_grace = 2000;
2403 const int max_hp = 1; 2446 const int max_hp = 1;
2404 const int max_sp = 1; 2447 const int max_sp = 1;
2405 const int max_grace = 1; 2448 const int max_grace = 1;
2406 2449
2407 if (op->contr->outputs_sync) { 2450 if (op->contr->outputs_sync)
2451 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2454 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2455 }
2413 2456
2414 if(op->contr->state==ST_PLAYING) { 2457 if (op->contr->ns->state == ST_PLAYING)
2415 2458 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2459 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2460 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2461 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2463 else
2464 {
2421 gen_hp = op->stats.maxhp; 2465 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2467 }
2468
2424 if(op->contr->gen_sp >= 0 ) 2469 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2471 else
2472 {
2427 gen_sp = op->stats.maxsp; 2473 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2475 }
2476
2430 if(op->contr->gen_grace >= 0) 2477 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2479 else
2480 {
2433 gen_grace = op->stats.maxgrace; 2481 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2482 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2483 }
2436 2484
2437 /* Regenerate Spell Points */ 2485 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2486 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2487 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2488 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2489 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2490 {
2491 op->stats.sp++;
2442 /* dms do not consume food */ 2492 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2493 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2494 {
2495 op->stats.food--;
2445 if(op->contr->digestion<0) 2496 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2497 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2499 op->stats.food = last_food;
2500 }
2501 }
2502
2503 if (max_sp > 1)
2504 {
2505 over_sp = (gen_sp + 10) / rate_sp;
2506 if (over_sp > 0)
2507 {
2508 if (op->stats.sp < op->stats.maxsp)
2509 {
2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2513 op->stats.sp--;
2514
2515 if (op->stats.sp > op->stats.maxsp)
2516 op->stats.sp = op->stats.maxsp;
2517 }
2518 op->last_sp = 0;
2519 }
2520 else
2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2522 }
2523 else
2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2525 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2526
2471 /* Regenerate Grace */ 2527 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2529 if (--op->last_grace < 0)
2530 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2531 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2532 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2533
2534 if (max_grace > 1)
2535 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2537 if (over_grace > 0)
2479 op->stats.sp += over_grace 2538 {
2539 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2540 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2541 op->last_grace = 0;
2482 } else { 2542 }
2543 else
2544 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2545 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2546 }
2485 } else { 2547 }
2548 else
2549 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2550 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2551 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2552 /* wearing stuff doesn't detract from grace generation. */
2489 } 2553 }
2490 2554
2491 /* Regenerate Hit Points */ 2555 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2556 if (--op->last_heal < 0)
2557 {
2493 if(op->stats.hp<op->stats.maxhp) { 2558 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2559 {
2560 op->stats.hp++;
2495 /* dms do not consume food */ 2561 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2563 {
2564 op->stats.food--;
2498 if(op->contr->digestion<0) 2565 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2566 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2568 op->stats.food = last_food;
2569 }
2570 }
2571
2572 if (max_hp > 1)
2573 {
2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2575 if (over_hp > 0)
2576 {
2577 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2578 op->last_heal = 0;
2579 }
2580 else
2581 {
2582 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 }
2584 }
2585 else
2586 {
2587 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2588 }
2503 } 2589 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2590
2519 /* Digestion */ 2591 /* Digestion */
2520 if(--op->last_eat<0) { 2592 if (--op->last_eat < 0)
2593 {
2521#ifdef COZY_SERVER 2594#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2595 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2596 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2597#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2598 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2599#endif
2529 2600
2530 if(op->contr->gen_hp > 0) 2601 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2603 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2534 /* dms do not consume food */ 2606 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2608 op->stats.food--;
2537 } 2609 }
2538 2610
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2612 {
2613 object *tmp, *flesh = 0;
2541 2614
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2616 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2618 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2622 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2624 break;
2549 } 2625 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2626 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2627 flesh = tmp;
2552 } /* end of for loop */ 2628 } /* End if paid for object */
2629 } /* end of for loop */
2630
2553 /* If player is still starving, it means they don't have any food, so 2631 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2632 * eat flesh instead.
2555 */ 2633 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2635 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2637 manual_apply (op, flesh, 0);
2559 } 2638 }
2560 } /* end if player is starving */ 2639 }
2561 2640
2562 while(op->stats.food<0&&op->stats.hp>0) 2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2642 op->stats.food++, op->stats.hp--;
2564 2643
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2645 kill_player (op);
2646 }
2567} 2647}
2568
2569
2570 2648
2571/* If the player should die (lack of hp, food, etc), we call this. 2649/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2650 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2651 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2652 * file.
2575 */ 2653 */
2654void
2576void kill_player(object *op) 2655kill_player (object *op)
2577{ 2656{
2578 char buf[MAX_BUF]; 2657 char buf[MAX_BUF];
2579 int x,y,i; 2658 int x, y;
2659
2660 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2661 maptile *map; /* this is for resurrection */
2662
2581 int z; 2663 /* int z;
2582 int num_stats_lose; 2664 int num_stats_lose;
2583 int lost_a_stat; 2665 int lost_a_stat;
2584 int lose_this_stat; 2666 int lose_this_stat;
2585 int this_stat; 2667 int this_stat; */
2586 int will_kill_again; 2668 int will_kill_again;
2587 archetype *at; 2669 archetype *at;
2588 object *tmp; 2670 object *tmp;
2589 2671
2590 if(save_life(op)) 2672 if (save_life (op))
2591 return; 2673 return;
2592 2674
2593 2675
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2676 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2677 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2678 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2679 */
2598 if (op_on_battleground(op, &x, &y)) { 2680 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2681 {
2600 "You have been defeated in combat!"); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2684
2603
2604 /* restore player */ 2685 /* restore player */
2605 at = find_archetype("poisoning"); 2686 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2688 {
2608 remove_ob(tmp); 2689 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2691 }
2612 2692
2613 at = find_archetype("confusion"); 2693 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2694 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2695 {
2616 remove_ob(tmp); 2696 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2698 }
2620 2699
2621 cure_disease(op,0); /* remove any disease */ 2700 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2701 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2702 if (op->stats.food <= 0)
2624 2703 op->stats.food = 999;
2704
2625 /* create a bodypart-trophy to make the winner happy */ 2705 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2707 {
2629 sprintf(buf,"%s's finger",op->name); 2708 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2709 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2713 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2714 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2715 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2716 tmp->insert_at (op, tmp);
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2717 }
2718
2642 /* teleport defeated player to new destination*/ 2719 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2721 op->contr->braced = 0;
2645 return; 2722 return;
2646 } 2723 }
2647 2724
2648 INVOKE_PLAYER (DEATH, op->contr); 2725 INVOKE_PLAYER (DEATH, op->contr);
2649 2726
2650 command_kill_pets (op, 0); 2727 command_kill_pets (op, 0);
2651 2728
2652 if(op->stats.food<0) { 2729 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2730 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2731 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2732 strcpy (op->contr->killer, "starvation");
2661 } 2733 }
2662 else { 2734 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2735 sprintf (buf, "%s died.", &op->name);
2670 } 2736
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2738
2673 /* save the map location for corpse, gravestone*/ 2739 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2740 x = op->x;
2741 y = op->y;
2742 map = op->map;
2675 2743
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2744 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2745 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2746 * See the config.h file for a little more in depth detail about this.
2681 */ 2747 */
2682 2748
2683 /* Basically two ways to go - remove a stat permanently, or just 2749 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2750 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2751 * of death.
2686 */ 2752 */
2687#ifndef COZY_SERVER 2753#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2754 if (settings.balanced_stat_loss)
2755 {
2689 /* If stat loss is permanent, lose one stat only. */ 2756 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2757 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2758 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2759 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2760 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2761 little bit harder. */
2695 /* GD */ 2762 /* GD */
2696 if (settings.stat_loss_on_death) 2763 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2764 num_stats_lose = 1;
2698 else 2765 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2767 }
2768 else
2701 num_stats_lose = 1; 2769 num_stats_lose = 1;
2702 } 2770
2703 lost_a_stat = 0; 2771 lost_a_stat = 0;
2704 2772
2705 for (z=0; z<num_stats_lose; z++) { 2773 for (z = 0; z < num_stats_lose; z++)
2774 {
2706 i = RANDOM() % NUM_STATS; 2775 i = RANDOM () % NUM_STATS;
2707 2776
2708 if (settings.stat_loss_on_death) { 2777 if (settings.stat_loss_on_death)
2778 {
2709 /* Pick a random stat and take a point off it. Tell the player 2779 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2780 * what he lost.
2711 */ 2781 */
2712 change_attr_value(&(op->stats), i,-1); 2782 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2783 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2784 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2785 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2787 lost_a_stat = 1;
2718 } else { 2788 }
2789 else
2790 {
2719 /* deplete a stat */ 2791 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2792 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2722 2797 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2798 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2799 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2800 }
2756 if (lose_this_stat) { 2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
2803 {
2804 /* GD */
2805 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2806 this_stat = get_attr_value (&(dep->stats), i);
2807 if (this_stat < 0)
2808 {
2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2810 int keep_chance = this_stat * this_stat;
2811
2812 /* Yes, I am paranoid. Sue me. */
2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2818 {
2819 lose_this_stat = 0;
2820 /* Take loss chance vs keep chance to see if we
2821 retain the stat. */
2822 }
2823 else
2824 {
2825 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
2830 }
2831 }
2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2837 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2838 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2839 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2840 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2841 * difference.
2763 */ 2842 */
2764 if (this_stat>=-50) { 2843 if (this_stat >= -50)
2844 {
2765 change_attr_value(&(dep->stats), i, -1); 2845 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2846 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2848 op->update_stats ();
2769 lost_a_stat = 1; 2849 lost_a_stat = 1;
2770 } 2850 }
2771 } 2851 }
2852 }
2772 } 2853 }
2773 }
2774 /* If no stat lost, tell the player. */ 2854 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2855 if (!lost_a_stat)
2776 { 2856 {
2777 /* determine_god() seems to not work sometimes... why is this? 2857 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2858 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2859 const char *god = determine_god (op);
2860
2780 if (god && (strcmp(god, "none"))) 2861 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2863 else
2783 " you.", god); 2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2865 }
2866#else
2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2868#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2869
2792 /* Put a gravestone up where the character 'almost' died. List the 2870 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2871 * exp loss on the stone.
2794 */ 2872 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2873 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2874 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2875 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2876 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2877 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2878 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);
2801 "who was killed\n" 2879 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2880 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2881 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2882
2809 /**************************************/ 2883 /**************************************/
2810 /* */ 2884 /* */
2811 /* Subtract the experience points, */ 2885 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2886 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2887 /* food, and reset HP's... */
2814 /* */ 2888 /* */
2815 /**************************************/ 2889 /**************************************/
2816 2890
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2891 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2892 /* restore player */
2819 at = find_archetype("poisoning"); 2893 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2894 tmp = present_arch_in_ob (at, op);
2895
2821 if (tmp) { 2896 if (tmp)
2822 remove_ob(tmp); 2897 {
2823 free_object(tmp); 2898 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2900 }
2826 2901
2827 at = find_archetype("confusion"); 2902 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2903 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2904 if (tmp)
2830 remove_ob(tmp); 2905 {
2831 free_object(tmp); 2906 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2908 }
2909
2834 cure_disease(op,0); /* remove any disease */ 2910 cure_disease (op, 0); /* remove any disease */
2835 2911
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2912 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2913 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2914 if (op->stats.food < 100)
2915 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2916 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2919
2843 /* 2920 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2921 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2922 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2923 * in the map.
2847 */ 2924 */
2848 2925
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2926 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2927 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2928
2857 /****************************************/ 2929 /****************************************/
2858 /* */ 2930 /* */
2859 /* Move player to his current respawn- */ 2931 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2932 /* position (usually last savebed) */
2861 /* */ 2933 /* */
2862 /****************************************/ 2934 /****************************************/
2863 2935
2864 enter_player_savebed(op); 2936 enter_player_savebed (op);
2865 2937
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2938 op->contr->braced = 0;
2870 save_player(op,1);
2871 2939
2872 /* it is possible that the player has blown something up 2940 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2941 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2942 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2943 * on the space that might harm the player.
2876 */ 2944 */
2877 will_kill_again=0; 2945 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2947 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2948 will_kill_again |= tmp->attacktype;
2881 } 2949
2882 if (will_kill_again) { 2950 if (will_kill_again)
2951 {
2883 object *force; 2952 object *force;
2884 int at; 2953 int at;
2885 2954
2886 force=get_archetype(FORCE_NAME); 2955 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2956 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2957 force->speed = 0.1;
2889 force->speed_left=-5.0; 2958 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2959 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2960 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2961 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2962 force->resist[at] = 100;
2894 } 2963
2895 insert_ob_in_ob(force, op); 2964 insert_ob_in_ob (force, op);
2896 fix_player(op); 2965 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2966
2967 }
2968
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2970}
2972 2971
2973 2972void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2973loot_object (object *op)
2974{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2975 object *tmp, *tmp2, *next;
2976 2976
2977 if (op->container) { /* close open sack first */ 2977 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2978
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
2982 next=tmp->below; 2981 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2982
2984 remove_ob(tmp); 2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2988
2987 loot_object(tmp); 2989 if (tmp->type == CONTAINER)
2988 } 2990 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2991
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 {
2991 if(tmp->nrof>1) { 2994 if (tmp->nrof > 1)
2995 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2997 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 }
3000 else
3001 tmp->destroy ();
3002 }
2995 } else 3003 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3005 }
3000} 3006}
3001 3007
3002/* 3008/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3011 * was changed.
3006 */ 3012 */
3007 3013void
3008void fix_weight(void) { 3014fix_weight (void)
3009 player *pl; 3015{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3016 for_all_players (pl)
3017 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3019
3012 if(old == sum) 3020 if (old == sum)
3013 continue; 3021 continue;
3014 fix_player(pl->ob); 3022 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3024 }
3018} 3025}
3019 3026
3027void
3020void fix_luck(void) { 3028fix_luck (void)
3021 player *pl; 3029{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3030 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3031 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3032 pl->ob->change_luck (0);
3025} 3033}
3026
3027 3034
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3035/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3036 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3037 * just treat this as any other spell casting object.
3031 */ 3038 */
3032
3033void 3039void
3034cast_dust (object * op, object * throw_ob, int dir) 3040cast_dust (object *op, object *throw_ob, int dir)
3035{ 3041{
3036 object *skop, *spob; 3042 object *skop, *spob;
3037 3043
3038 skop = find_skill_by_name (op, throw_ob->skill); 3044 skop = find_skill_by_name (op, throw_ob->skill);
3039 3045
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3046 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3047 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3048 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3049 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3050 return;
3046 } 3051 }
3047 3052
3048 spob = throw_ob->inv; 3053 spob = throw_ob->inv;
3049 3054
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3055 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3056 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3057 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3058 if (!spob)
3054 { 3059 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3060 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3061 return;
3058 } 3062 }
3059 3063
3060 if (op->type == PLAYER) 3064 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3065 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3066
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3067 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3068
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3069 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3070}
3069 3071
3072void
3070void make_visible (object *op) { 3073make_visible (object *op)
3074{
3071 op->hide = 0; 3075 op->hide = 0;
3072 op->invisible = 0; 3076 op->invisible = 0;
3073 if(op->type==PLAYER) { 3077 if (op->type == PLAYER)
3078 {
3074 op->contr->tmp_invis = 0; 3079 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3080 op->contr->invis_race = 0;
3076 } 3081 }
3077 update_object(op,UP_OBJ_FACE); 3082 update_object (op, UP_OBJ_FACE);
3078} 3083}
3079 3084
3085int
3080int is_true_undead(object *op) { 3086is_true_undead (object *op)
3087{
3081 object *tmp=NULL; 3088 object *tmp = NULL;
3082 3089
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3091 return 1;
3084 3092
3085 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3093 return 0;
3090} 3094}
3091 3095
3092/* look at the surrounding terrain to determine 3096/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3097 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3098 * indicate greater hideability.
3095 */ 3099 */
3096 3100
3101int
3097int hideability(object *ob) { 3102hideability (object *ob)
3103{
3098 int i,level=0, mflag; 3104 int i, level = 0, mflag;
3099 sint16 x,y; 3105 sint16 x, y;
3100 3106
3101 if(!ob||!ob->map) return 0; 3107 if (!ob || !ob->map)
3108 return 0;
3102 3109
3103 /* so, on normal lighted maps, its hard to hide */ 3110 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3111 level = ob->map->darkness - 2;
3105 3112
3106 /* this also picks up whether the object is glowing. 3113 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3114 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3115 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3116 if (has_carried_lights (ob))
3117 level = -(10 + (2 * ob->map->darkness));
3110 3118
3111 /* scan through all nearby squares for terrain to hide in */ 3119 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3120 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3122 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3123 if (mflag & P_OUT_OF_MAP)
3124 {
3125 continue;
3126 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3127 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3128 level += 2;
3117 else /* open terrain! */ 3129 else /* open terrain! */
3118 level -= 1; 3130 level -= 1;
3119 } 3131 }
3120 3132
3121#if 0 3133#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3134 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3135#endif
3124 return level; 3136 return level;
3125} 3137}
3126 3138
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3139/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3140 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3141 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3142 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3143 */
3132 3144
3145void
3133void do_hidden_move (object *op) { 3146do_hidden_move (object *op)
3147{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3148 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3149 object *skop;
3136 3150
3137 if(!op || !op->map) return; 3151 if (!op || !op->map)
3152 return;
3138 3153
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3155
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3157 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3158 if (!skop || num >= skop->level)
3159 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3161 make_visible (op);
3146 return; 3162 return;
3147 } else num += 20;
3148 } 3163 }
3164 else
3165 num += 20;
3166
3149 num += op->map->difficulty; 3167 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3168 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3169 num -= hide;
3170
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3172 {
3153 make_visible(op); 3173 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3174 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3176 }
3157 else if (op->type == PLAYER && skop) { 3177 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3179}
3161 3180
3162/* determine if who is standing near a hostile creature. */ 3181/* determine if who is standing near a hostile creature. */
3163 3182
3183int
3164int stand_near_hostile( object *who ) { 3184stand_near_hostile (object *who)
3185{
3165 object *tmp=NULL; 3186 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3187 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3188 maptile *m;
3168 sint16 x,y; 3189 sint16 x, y;
3169 3190
3170 if(!who) return 0; 3191 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3192 return 0;
3193
3194 if (who->type == PLAYER)
3195 player = 1;
3196
3197 else
3198 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3199
3200 /* search adjacent squares */
3201 for (i = 1; i < 9; i++)
3202 {
3203 x = who->x + freearr_x[i];
3204 y = who->y + freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags (m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP)
3211 continue;
3212 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3213 continue;
3214
3215 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3216 {
3217 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3218 return 1;
3219 else if (tmp->type == PLAYER)
3220 {
3221 /*don't let a hidden DM prevent you from hiding */
3222 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3223 return 1;
3224 }
3225 }
3226 }
3227 return 0;
3200} 3228}
3201 3229
3202/* check the player los field for viewability of the 3230/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3231 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3232 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3239 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3240 * -b.t.
3213 * This function is now map tiling safe. 3241 * This function is now map tiling safe.
3214 */ 3242 */
3215 3243
3244int
3216int player_can_view (object *pl,object *op) { 3245player_can_view (object *pl, object *op)
3246{
3217 rv_vector rv; 3247 rv_vector rv;
3218 int dx,dy; 3248 int dx, dy;
3219 3249
3220 if(pl->type!=PLAYER) { 3250 if (pl->type != PLAYER)
3251 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3252 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3253 return -1;
3247 op = op->more;
3248 } 3254 }
3255
3256 if (!pl || !op)
3249 return 0; 3257 return 0;
3258
3259 op = op->head_ ();
3260
3261 get_rangevector (pl, op, &rv, 0x1);
3262
3263 /* starting with the 'head' part, lets loop
3264 * through the object and find if it has any
3265 * part that is in the los array but isnt on
3266 * a blocked los square.
3267 * we use the archetype to figure out offsets.
3268 */
3269 while (op)
3270 {
3271 dx = rv.distance_x + op->arch->clone.x;
3272 dy = rv.distance_y + op->arch->clone.y;
3273
3274 /* only the viewable area the player sees is updated by LOS
3275 * code, so we need to restrict ourselves to that range of values
3276 * for any meaningful values.
3277 */
3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3281 return 1;
3282 op = op->more;
3283 }
3284 return 0;
3250} 3285}
3251 3286
3252/* routine for both players and monsters. We call this when 3287/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3288 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3289 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3290 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3291 * return 0.
3257 */ 3292 */
3293int
3258int action_makes_visible (object *op) { 3294action_makes_visible (object *op)
3295{
3259 3296
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3297 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3298 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3299 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3300 return 0;
3263 3301
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3302 if (op->contr && op->contr->tmp_invis == 0)
3303 return 0;
3265 3304
3266 /* If monsters, they should become visible */ 3305 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3306 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3307 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3308 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3309 return 1;
3270 } 3310 }
3271 } 3311 }
3272 return 0; 3312 return 0;
3273} 3313}
3274 3314
3275/* op_on_battleground - checks if the given object op (usually 3315/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3316 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3317 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3318 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3319 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3320 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3321 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3322 */
3323int
3283int op_on_battleground (object *op, int *x, int *y) { 3324op_on_battleground (object *op, int *x, int *y)
3325{
3284 object *tmp; 3326 object *tmp;
3285 3327
3286 /* A battleground-tile needs the following attributes to be valid: 3328 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3329 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3330 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3331 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3332 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3333 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3334 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3335 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3336 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3337 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3338 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3339 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3340 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3341 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3342 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3343 {
3299 object *invtmp; 3344 object *invtmp;
3345
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3346 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3347 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3348 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3349 {
3350 if (x != NULL && y != NULL)
3351 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3352 return 1;
3353 }
3354 }
3355 }
3303 if (x != NULL && y != NULL) 3356 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3357 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3358 return 1;
3306 } 3359 }
3307 } 3360 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3361 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3362 /* If we got here, did not find a battleground */
3316 return 0; 3363 return 0;
3317} 3364}
3318 3365
3319/* 3366/*
3323 * attributes: 3370 * attributes:
3324 * object *who the dragon player 3371 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3372 * int atnr the attack-number of the ability focus
3326 * int level ability level 3373 * int level ability level
3327 */ 3374 */
3375void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3376dragon_ability_gain (object *who, int atnr, int level)
3377{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3378 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3379 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3380 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3381 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3382 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3383 int i = 0, j = 0;
3335 3384
3336 /* get the appropriate treasurelist */ 3385 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3386 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3387 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3388 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3389 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3390 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3391 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3392 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3393 trlist = find_treasurelist ("dragon_ability_poison");
3345 3394
3346 if (trlist == NULL || who->type != PLAYER) 3395 if (trlist == NULL || who->type != PLAYER)
3347 return; 3396 return;
3348 3397
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3399
3351 3400 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3401 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3403 return;
3355 } 3404 }
3356 3405
3357 /* everything seems okay - now bring on the gift: */ 3406 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3407 item = &(tr->item->clone);
3359 3408
3360 if (item->type == SPELL) { 3409 if (item->type == SPELL)
3410 {
3361 if (check_spell_known (who, item->name)) 3411 if (check_spell_known (who, item->name))
3362 return; 3412 return;
3363 3413
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3414 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3415 do_learn_spell (who, item, 0);
3366 return; 3416 return;
3367 } 3417 }
3368 3418
3369 /* grant direct spell */ 3419 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3420 if (item->type == SPELLBOOK)
3421 {
3371 if (!item->inv) { 3422 if (!item->inv)
3423 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3424 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3425 return;
3375 } 3426 }
3376 if (check_spell_known (who, item->inv->name)) 3427 if (check_spell_known (who, item->inv->name))
3377 return; 3428 return;
3378 if (item->invisible) { 3429 if (item->invisible)
3430 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3431 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3432 do_learn_spell (who, item->inv, 0);
3381 return; 3433 return;
3382 } 3434 }
3383 } 3435 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3436 else if (item->type == SKILL_TOOL && item->invisible)
3437 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3438 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3439 {
3386 3440
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3441 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3442 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3443 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3444 * but not all of them, he gets nothing.
3391 */ 3445 */
3392 if (!(skop->attacktype & item->attacktype)) { 3446 if (!(skop->attacktype & item->attacktype))
3447 {
3393 /* Give new attacktype */ 3448 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3449 skop->attacktype |= item->attacktype;
3395 3450
3396 /* always add physical if there's none */ 3451 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3452 skop->attacktype |= AT_PHYSICAL;
3398 3453
3399 if (item->msg != NULL) 3454 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3455 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3456
3402 /* Give player new face */ 3457 /* Give player new face */
3403 if (item->animation_id) { 3458 if (item->animation_id)
3459 {
3404 who->face = skop->face; 3460 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3461 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3462 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3463 who->last_anim = 0;
3408 who->state = 0; 3464 who->state = 0;
3409 animate_object(who, who->direction); 3465 animate_object (who, who->direction);
3410 } 3466 }
3467 }
3468 }
3411 } 3469 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3470 else if (item->type == FORCE)
3471 {
3415 /* forces in the treasurelist can alter the player's stats */ 3472 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3473 object *skin;
3474
3417 /* first get the dragon skin force */ 3475 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3478 ;
3421 3479
3480 if (!skin)
3481 return;
3482
3422 /* adding new spellpath attunements */ 3483 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3484 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3485 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3486 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3487
3426 /* print message */ 3488 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3489 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3490 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3491 {
3430 if (j) 3492 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3493 {
3432 else 3494 if (j)
3433 j = 1; 3495 strcat (buf, " and ");
3496 else
3497 j = 1;
3434 strcat(buf, spellpathnames[i]); 3498 strcat (buf, spellpathnames[i]);
3435 } 3499 }
3436 } 3500 }
3437 strcat(buf,"."); 3501 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3503 }
3440 3504
3441 /* evtl. adding flags: */ 3505 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3506 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3507 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3508 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3509 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3510 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3511 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3512
3449 /* print message if there is one */ 3513 /* print message if there is one */
3450 if (item->msg != NULL) 3514 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3515 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3516 }
3517 else
3452 } 3518 {
3453 else {
3454 /* generate misc. treasure */ 3519 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3520 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3521 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3522 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3523 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3524 esrv_send_item (who, tmp);
3460 } 3525 }
3461} 3526}
3462 3527
3463/** 3528/**
3464 * Unready an object for a player. This function does nothing if the object was 3529 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3530 * not readied.
3466 */ 3531 */
3532void
3467void player_unready_range_ob(player *pl, object *ob) { 3533player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3534{
3469
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3471 if (pl->ranges[i] == ob) { 3536 if (pl->ranges[i] == ob)
3537 {
3472 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3473 if (pl->shoottype == i) { 3539 if (pl->shoottype == i)
3474 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3475 }
3476 } 3541 }
3477 }
3478} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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