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

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