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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 1.127 by root, Sat May 12 18:14:48 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.9 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>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
114 return; 178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
115 } 243 {
116 rules[0]='\0'; 244 object *tmp, *abil = 0, *skin = 0;
117 size=0; 245
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 246 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 247 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 248
121 if (size + strlen(buf)>=HUGE_BUF) 249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
122 { 266 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 267 case WAND:
124 break; 268 case ROD:
125 } 269 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 270 case BOW:
127 size+=strlen(buf); 271 case SKILL:
128 } 272 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 273 case WEAPON:
130 close_and_delete(fp, comp); 274 apply_special (ob, op, AP_UNAPPLY);
131} 275 apply_special (ob, op, AP_APPLY);
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 276 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 277 }
171 } 278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
172 299 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 300 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 302
181int playername_ok(const char *cp) { 303 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 304
185 for(;*cp!='\0';cp++) 305 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 306 ns->pl = 0;
187 return 0; 307 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
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
225 p->next = NULL;
226 } 308 }
227 309
228 /* Clears basically the entire player structure except 310 if (ob)
229 * for next and socket. 311 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
234 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 332 * we deal with that below this point.
236 */ 333 */
237 p->party=NULL; 334 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 335 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 337
243#ifdef AUTOSAVE 338 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 339
245#endif 340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
246 357 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 358 ob->destroy_inv (false);
359 ob->destroy ();
248 360 }
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} 361}
300 362
301 363player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 364{
305 strcpy(op->contr->maplevel, first_map_path); 365 /* Clear item stack */
306 op->x = -1; 366 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 367}
310 368
311/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
313 * mode. 371 * mode.
314 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
315 377
316int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 379
319 p=get_player(NULL); 380 pl->ob->roll_stats ();
320 p->socket = *ns; 381 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 382 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 383
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); 384 set_first_map (pl->ob);
331 385
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; 386 return pl;
339} 387}
340 388
341/* 389/*
342 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
345 */ 393 */
394archetype *
346archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
347{ 396{
348 archetype *start = at; 397 archetype *start = at;
398
349 for (;;) { 399 for (;;)
400 {
350 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
351 at=first_archetype; 402 at = first_archetype;
352 else 403 else
353 at=at->next; 404 at = at->next;
405
354 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
355 return at; 407 return at;
408
356 if (at == start) { 409 if (at == start)
410 {
357 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 412 exit (-1);
359 } 413 }
360 } 414 }
361} 415}
362 416
363 417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
384 ol = ol->next; 441 ol = ol->next;
385 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
386 if (!ol) return op; 443 if (!ol)
387 } 444 return op;
445 }
388 446
389 /* Remove special check for player from this. First, it looks to cause 447 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 449 * 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 450 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
395 */ 453 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 455 continue;
398 456
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) { 457 if (lastdist > rv.distance)
408 op=pl->ob; 458 {
459 op = ol->ob;
409 lastdist=rv.distance; 460 lastdist = rv.distance;
461 }
410 } 462 }
411 } 463
412 } 464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
413#if 0 472#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 474#endif
416 return op; 475 return op;
417} 476}
418 477
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 479 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 496 * is probably not a good thing.
438 */ 497 */
439#define MAX_SPACES 50 498#define MAX_SPACES 50
440
441 499
442/* 500/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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. 516 * 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, 517 * 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 518 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 519 * is blocking itself.
462 */ 520 */
521int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
464 rv_vector rv; 524 rv_vector rv;
465 sint16 x,y; 525 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
468 528
469 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
470 530
471 if (rv.distance<mindiff) return 0; 531 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; 532 return 0;
724}
725 533
726void confirm_password(object *op) { 534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 540
728 op->contr->write_buf[0]='\0'; 541 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 542 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 543 return 0;
731}
732 544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655}
656
657void
658give_initial_items (object *pl, treasurelist * items)
659{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749}
750
751void
733void get_party_password(object *op, partylist *party) { 752get_party_password (object *op, partylist *party)
753{
734 if (party == NULL) { 754 if (party == NULL)
755 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 757 return;
737 } 758 }
759
738 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 764}
743
744 765
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
746int roll_stat(void) { 768roll_stat (void)
769{
747 int a[4],i,j,k; 770 int a[4], i, j, k;
748 771
749 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
751 774
752 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 776 if (a[i] < k)
754 k=a[i],j=i; 777 k = a[i], j = i;
755 778
756 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 780 if (i != j)
758 k+=a[i]; 781 k += a[i];
759 } 782
760 return k; 783 return k;
761} 784}
762 785
763void roll_stats(object *op) { 786void
764 int sum=0; 787object::roll_stats ()
765 int i = 0, j = 0; 788{
766 int statsort[7]; 789 int statsort [7];
767 790
791 for (;;)
768 do { 792 {
769 op->stats.Str=roll_stat(); 793 int sum = 0;
770 op->stats.Dex=roll_stat(); 794 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 795 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);
780 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
781 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 802 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;
789 803
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]; 804 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
809 811
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; 812 stats.exp = 0;
821 op->stats.ac=0; 813 stats.ac = 0;
822 814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
823 op->contr->levhp[1] = 9; 821 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 822 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 823 contr->levgrace[1] = 3;
826 824
827 fix_player(op); 825 contr->orig_stats = stats;
826 }
827}
828
829void
830object::swap_stats (int a, int b)
831{
832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
828 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
831 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
832} 857}
833 858
834void Roll_Again(object *op) 859static void
860start_info (object *op)
835{ 861{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
844 863
845 if ( op->contr->Swap_First == -1 ) { 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 868}
953 869
954/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
958 * not the class. 874 * not the class.
959 */ 875 */
960 876void
961int key_change_class(object *op, char key) 877player::chargen_race_done ()
962{ 878{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (ob->msg)
983 free_string(op->msg); 892 ob->msg = 0;
984 op->msg=NULL;
985 }
986 893
987 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
988 * to save here. 895 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 896 */
1029 897 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 898 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); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 900 make_path_to_file (buf);
1101 next = mp->next; 901 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 902
1103 delete_map(mp); 903 start_info (ob);
1104 } 904 CLEAR_FLAG (ob, FLAG_WIZ);
1105 905 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
1107 } 914 {
1108 play_again(op); 915 object *tmp;
1109 return 1; 916 char mapname[MAX_BUF];
1110}
1111 917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
931
932void
933player::chargen_race_next ()
934{
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966}
967
968void
1112void flee_player(object *op) { 969flee_player (object *op)
970{
1113 int dir,diff; 971 int dir, diff;
1114 rv_vector rv; 972 rv_vector rv;
1115 973
1116 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 978 return;
1120 } 979 }
1121 980
1122 if(op->enemy==NULL) { 981 if (op->enemy == NULL)
982 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 983 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 985 return;
1126 } 986 }
1127 987
1128 /* Seen some crashes here. Since we don't store an 988 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 989 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 990 * actual enemy, and the object is recycled.
1131 */ 991 */
1132 if (op->enemy->map == NULL) { 992 if (op->enemy->map == NULL)
993 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 995 op->enemy = NULL;
1135 return; 996 return;
1136 } 997 }
1137 998
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1139 op->enemy=NULL; 1001 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1003 return;
1142 } 1004 }
1005
1143 get_rangevector(op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1144 1007
1145 dir=absdir(4+rv.direction); 1008 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1009 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 } 1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1153 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1019 op->enemy = NULL;
1156} 1020}
1157
1158 1021
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1024 * stop.
1162 */ 1025 */
1026int
1163int check_pick(object *op) { 1027check_pick (object *op)
1028{
1164 object *tmp, *next; 1029 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1030 int stop = 0;
1167 int j, k, wvratio; 1031 int wvratio;
1168 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1169
1170 1033
1171 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1173 return 1; 1036 return 1;
1174 1037
1175 op_tag = op->count;
1176
1177 next = op->below; 1038 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1039
1181 /* loop while there are items on the floor that are not marked as 1040 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1041 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1042 while (next && !next->destroyed ())
1184 { 1043 {
1185 tmp = next; 1044 tmp = next;
1186 next = tmp->below; 1045 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1046
1190 if (was_destroyed (op, op_tag)) 1047 if (op->destroyed ())
1191 return 0; 1048 return 0;
1192 1049
1193 if ( ! can_pick (op, tmp)) 1050 if (!can_pick (op, tmp))
1194 continue; 1051 continue;
1195 1052
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1054 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1055 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1056 pick_up (op, tmp);
1200 continue; 1057 continue;
1201 } 1058 }
1202 1059
1203 /* high not bit set? We're using the old autopickup model */ 1060 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1205 switch (op->contr->mode) { 1063 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1064 {
1207 case 1: pick_up (op, tmp); 1065 case 0:
1208 return 1; 1066 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1067 case 1:
1210 return 0; 1068 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1069 return 1;
1212 case 4: pick_up (op, tmp); 1070 case 2:
1213 break; 1071 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1072 return 0;
1215 stop = 1; 1073 case 3:
1216 break; 1074 return 0; /* stop before pickup */
1217 case 6: 1075 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1076 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1077 break;
1220 pick_up(op, tmp); 1078 case 5:
1221 break; 1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1222 1086
1223 case 7: 1087 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1088 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1089 pick_up (op, tmp);
1226 break; 1090 break;
1227 1091
1228 default: 1092 default:
1229 /* use value density */ 1093 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1096 pick_up (op, tmp);
1233 >= op->contr->mode) 1097 }
1234 pick_up(op,tmp); 1098 }
1235 } 1099 else
1236 } 1100 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1101 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1102 if (op->contr->mode & PU_DEBUG)
1240 { 1103 {
1241 /* some debugging code to figure out item information */ 1104 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1105 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1107 &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)))); 1108 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1111
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1251 1114
1252 sprintf(putstring,"...flags: "); 1115 /* philosophy:
1253 for(k=0;k<4;k++) 1116 * It's easy to grab an item type from a pile, as long as it's
1254 { 1117 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1118 * and selections, select-items should be used. This is a
1256 { 1119 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1120 * example.
1258 { 1121 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1122 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1123 * convert to decimal and then 'pickup <#>
1261 } 1124 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1353 if (tmp->name != NULL)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1356 }
1272 { 1357 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1360 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 1361#endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1279 } 1366 }
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 1367
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; 1368 return !stop;
1443} 1369}
1444 1370
1445/* 1371/*
1446 * Find an arrow in the inventory and after that 1372 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1373 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1374 * found object is returned.
1449 */ 1375 */
1376object *
1450object *find_arrow(object *op, const char *type) 1377find_arrow (object *op, const char *type)
1451{ 1378{
1452 object *tmp = NULL; 1379 object *tmp = 0;
1453 1380
1454 for(op=op->inv; op; op=op->below) 1381 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1382 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); 1383 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1384 else if (op->type == ARROW && op->race == type)
1459 return op; 1385 return op;
1386
1460 return tmp; 1387 return tmp;
1461} 1388}
1462 1389
1463/* 1390/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1395 */
1469 1396object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1398{
1472 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1474 1401
1475 if (!type) 1402 if (!type)
1476 return NULL; 1403 return NULL;
1477 1404
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1406 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1408 {
1409 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1410 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1411 if (i > betterby)
1484 tmp = ntmp; 1412 {
1485 betterby = i; 1413 tmp = ntmp;
1486 } 1414 betterby = i;
1415 }
1416 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1488 /* allways prefer assasination/slaying */ 1419 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1421 {
1491 if (arrow->attacktype & AT_DEATH) { 1422 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1423 {
1493 return arrow; 1424 *better = 100;
1494 } else { 1425 return arrow;
1495 tmp = arrow; 1426 }
1427 else
1428 {
1429 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1431 }
1498 } else { 1432 }
1433 else
1434 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1500 attacktype = 1<<attacknum; 1437 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1438 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) { 1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1440 {
1441 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1443 }
1506 } 1444 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1446 {
1447 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1449 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1451 {
1452 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1454 }
1455 }
1456 }
1515 } 1457 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1458 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1459 return find_arrow (op, type);
1520 1460
1521 *better = betterby; 1461 *better = betterby;
1522 return tmp; 1462 return tmp;
1523} 1463}
1524 1464
1525/* looks in a given direction, finds the first valid target, and calls 1465/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1467 * op = the shooter
1528 * type = bow->race 1468 * type = bow->race
1529 * dir = fire direction 1469 * dir = fire direction
1530 */ 1470 */
1531 1471object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1533{ 1473{
1534 object *tmp = NULL; 1474 object *tmp = NULL;
1535 mapstruct *m; 1475 maptile *m;
1536 int i, mflags, found, number; 1476 int i, mflags, found, number;
1537 sint16 x, y; 1477 sint16 x, y;
1538 1478
1539 if (op->map == NULL) 1479 if (op->map == NULL)
1540 return find_arrow(op, type); 1480 return find_arrow (op, type);
1541 1481
1542 /* do a dex check */ 1482 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1483 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))) 1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1485 return find_arrow (op, type);
1546 1486
1547 m = op->map; 1487 m = op->map;
1548 x = op->x; 1488 x = op->x;
1549 y = op->y; 1489 y = op->y;
1550 1490
1551 /* find the first target */ 1491 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1553 x += freearr_x[dir]; 1494 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1495 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1557 tmp = NULL; 1499 tmp = NULL;
1558 break; 1500 break;
1501 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1505 * perhaps a bad assumption.
1562 */ 1506 */
1563 tmp = NULL; 1507 tmp = NULL;
1564 break; 1508 break;
1565 } 1509 }
1566 if (mflags & P_IS_ALIVE) { 1510 if (mflags & P_IS_ALIVE)
1511 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1514 {
1570 break; 1515 found++;
1571 } 1516 break;
1517 }
1572 if (found) 1518 if (found)
1573 break; 1519 break;
1574 } 1520 }
1575 } 1521 }
1576 if (tmp == NULL) 1522 if (tmp == NULL)
1577 return find_arrow(op, type); 1523 return find_arrow (op, type);
1578 1524
1579 if (tmp->head) 1525 if (tmp->head)
1580 tmp = tmp->head; 1526 tmp = tmp->head;
1581 1527
1582 return find_better_arrow(op, tmp, type, &i); 1528 return find_better_arrow (op, tmp, type, &i);
1583} 1529}
1584 1530
1585/* 1531/*
1586 * Creature fires a bow - op can be monster or player. Returns 1532 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1533 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1536 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1537 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1539 * player fire modes.
1594 */ 1540 */
1541int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1543{
1598 object *left, *bow; 1544 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1545 int bowspeed, mflags;
1601 mapstruct *m; 1546 maptile *m;
1602 1547
1603 if (!dir) { 1548 if (!dir)
1549 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1551 return 0;
1552 }
1553
1554 if (player *pl = op->contr)
1606 } 1555 {
1607 if (op->type == PLAYER) 1556 bow = pl->ranged_ob;
1608 bow=op->contr->ranges[range_bow]; 1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1609 else { 1560 else
1561 {
1610 for(bow=op->inv; bow; bow=bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1613 */ 1565 */
1614 if(bow->type==BOW) 1566 if (bow->type == BOW)
1615 break; 1567 break;
1616 1568
1617 if (!bow) { 1569 if (!bow)
1570 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1572 return 0;
1620 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1621 } 1582 }
1583
1622 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1587 return 0;
1625 } 1588 }
1626 1589
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1591
1629 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1632 if (bowspeed < 1) 1596 if (bowspeed < 1)
1633 bowspeed = 1; 1597 bowspeed = 1;
1634 1598
1635 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1637 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1606 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1643 return 0; 1609 return 0;
1644 } 1610 }
1645 } 1611 }
1612
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1614 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1615 return 0;
1649 } 1616
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1617 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1618 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1619 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1620 return 0;
1653 } 1621 }
1654 1622
1655 /* this should not happen, but sometimes does */ 1623 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1624 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1625 {
1626 arrow->destroy ();
1627 return 0;
1628 }
1661 1629
1662 left = arrow; /* these are arrows left to the player */ 1630 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1631 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1632 if (!arrow)
1633 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1635 return 0;
1668 return 0;
1669 } 1636 }
1670 set_owner(arrow, op); 1637
1671 if (arrow->skill) free_string(arrow->skill); 1638 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1639 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1640 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1641
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1645
1687 if (arrow->slaying != NULL) 1646 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1647 arrow->spellarg = strdup (arrow->slaying);
1689 1648
1690 /* Note that this was different for monsters - they got their level 1649 if (op->type == PLAYER)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1650 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1695 0 : dam_bonus[op->stats.Str]) + 1652 op->update_stats ();
1696 bow->stats.dam + bow->magic + arrow->magic; 1653 }
1697 1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1698 /* update the speed */ 1659 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) + 1661 + bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1662
1704 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1708 1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1709 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1720 arrow->level = op->level; 1680 arrow->level = op->level;
1721 } 1681 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1723 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1687 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1688
1727 arrow->map = m; 1689 arrow->stats.wc -= arrow->level;
1690
1728 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1693
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1695 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1696
1735 if (!was_destroyed(arrow, tag)) 1697 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1698 move_arrow (arrow);
1737 1699
1738 if (op->type == PLAYER) { 1700 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1701 {
1702 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1703 esrv_del_item (op->contr, left->count);
1741 else 1704 else
1742 esrv_send_item(op, left); 1705 esrv_send_item (op, left);
1743 } 1706 }
1707
1744 return 1; 1708 return 1;
1745} 1709}
1746 1710
1747/* Special fire code for players - this takes into 1711/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1712 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1713 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1714 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1715 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1716 * hence the function name.
1753 */ 1717 */
1718int
1754int player_fire_bow(object *op, int dir) 1719player_fire_bow (object *op, int dir)
1755{ 1720{
1756 int ret=0, wcmod=0; 1721 int ret = 0, wcmod = 0;
1757 1722
1758 if (op->contr->bowtype == bow_bestarrow) { 1723 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1724 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1726 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1730 wcmod = -1;
1731
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1733 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1734 else if (op->contr->bowtype == bow_threewide)
1735 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1740 else if (op->contr->bowtype == bow_spreadshot)
1741 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1745 }
1776 } else { 1746 else
1747 {
1777 /* Simple case */ 1748 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1750 }
1751
1780 return ret; 1752 return ret;
1781} 1753}
1782 1754
1783 1755
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1786 */ 1758 */
1759void
1787void fire_misc_object(object *op, int dir) 1760fire_misc_object (object *op, int dir)
1788{ 1761{
1789 object *item; 1762 object *item = op->contr->ranged_ob;
1790 1763
1791 if (!op->contr->ranges[range_misc]) { 1764 if (!item)
1765 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1767 return;
1794 } 1768 }
1795 1769
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1770 if (!item->inv)
1771 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1773 return;
1800 } 1774 }
1801 if (item->type == WAND) { 1775
1802 if(item->stats.food<=0) { 1776 if (!op->change_weapon (item))
1803 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));
1805 return; 1777 return;
1806 } 1778
1779 if (item->type == WAND)
1780 {
1781 if (item->stats.food <= 0)
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1786 return;
1787 }
1788 }
1807 } else if (item->type == ROD || item->type==HORN) { 1789 else if (item->type == ROD || item->type == HORN)
1790 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1810 if (item->type== ROD) 1795 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1797 else
1813 else 1798 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, 1799
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1800 return;
1817 } 1801 }
1818 } 1802 }
1819 1803
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1805 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1807 if (item->type == WAND)
1808 {
1823 if (!(--item->stats.food)) { 1809 if (!(--item->stats.food))
1824 object *tmp; 1810 {
1825 if (item->arch) { 1811 object *tmp;
1812
1813 if (item->arch)
1814 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
1828 item->speed = 0; 1817 item->set_speed (0);
1829 update_ob_speed(item); 1818 }
1830 } 1819
1831 if ((tmp=is_player_inv(item))) 1820 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1822 }
1834 } 1823 }
1835 else if (item->type == ROD || item->type==HORN) { 1824 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1825 drain_rod_charge (item);
1837 }
1838 } 1826 }
1839} 1827}
1840 1828
1841/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
1842 */ 1830 */
1831void
1843void fire(object *op,int dir) { 1832fire (object *op, int dir)
1833{
1844 int spellcost=0; 1834 int spellcost = 0;
1845 1835
1846 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1837 if (action_makes_visible (op))
1838 make_visible (op);
1848 1839
1849 switch(op->contr->shoottype) { 1840 player *pl = op->contr;
1850 case range_none: 1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return; 1851 return;
1852 1852
1853 case range_bow: 1853 switch (ob->type)
1854 {
1855 case BOW:
1854 player_fire_bow(op, dir); 1856 player_fire_bow (op, dir);
1855 return; 1857 break;
1856 1858
1857 case range_magic: /* Casting spells */ 1859 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1861 break;
1860 1862
1861 case range_misc: 1863 case BUILDER:
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 ); 1864 apply_map_builder (op, dir);
1886 return; 1865 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1893 1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876}
1894 1877
1895/* find_key 1878/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1879 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1880 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1881 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1883 * pl is the player,
1901 * inv is the objects inventory to searched 1884 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1885 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1886 * This function can be called recursively to search containers.
1904 */ 1887 */
1905 1888object *
1906object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1907{ 1890{
1908 object *tmp,*key; 1891 object *tmp, *key;
1909 1892
1910 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1894 if (!container->inv)
1895 return 0;
1912 1896
1913 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1916 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1918 */ 1904 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1906 break;
1921 } 1907 }
1908
1922 /* No key found - lets search inventories now */ 1909 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1910 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1911 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1912 * a key, return
1926 */ 1913 */
1927 if (!tmp) { 1914 if (!tmp)
1915 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1916 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1929 /* No reason to search empty containers */ 1918 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1919 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 {
1921 if ((key = find_key (pl, tmp, door)))
1922 return key;
1923 }
1924 }
1925
1926 if (!tmp)
1927 return NULL;
1932 } 1928 }
1933 } 1929
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1930 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1931 * see if we actually want to use it
1938 */ 1932 */
1939 if (pl!=container) { 1933 if (pl != container)
1934 {
1940 /* Only let players use keys in containers */ 1935 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1936 if (!pl->contr)
1937 return NULL;
1942 /* cases where this fails: 1938 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1939 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1940 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1941 * If the container is not active, return now since only active
1946 * containers can be used. 1942 * containers can be used.
1947 * If we only search keyrings and the container does not have 1943 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1944 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1945 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1946 * inv must have been an container and must have been active.
1951 * 1947 *
1952 * Change the color so that the message doesn't disappear with 1948 * Change the color so that the message doesn't disappear with
1953 * all the others. 1949 * all the others.
1954 */ 1950 */
1955 if (pl->contr->usekeys == key_inventory || 1951 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1952 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1954 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1957 return NULL;
1964 } 1958 }
1965 } 1959 }
1960
1966 return tmp; 1961 return tmp;
1967} 1962}
1968 1963
1969/* moved door processing out of move_player_attack. 1964/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1965 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1966 * such that the caller should not do anything more,
1972 * 0 otherwise 1967 * 0 otherwise
1973 */ 1968 */
1969static int
1974static int player_attack_door(object *op, object *door) 1970player_attack_door (object *op, object *door)
1975{ 1971{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1972 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1973 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1974 * otherwise, we fall through to the rest of the code.
1980 */ 1975 */
1981 object *key=find_key(op, op, door); 1976 object *key = find_key (op, op, door);
1982 1977
1983 /* IF we found a key, do some extra work */ 1978 /* IF we found a key, do some extra work */
1984 if (key) { 1979 if (key)
1980 {
1985 object *container=key->env; 1981 object *container = key->env;
1986 1982
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1990 if (door->type == DOOR) { 1991 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1995 "You open the door with the %s", query_short_name(key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1997 }
1998
1998 /* Do this after we print the message */ 1999 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2001 if (container != op) 2002 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2003 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2006 }
2004 } else if (door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
2008 {
2005 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2011 return 1;
2008 } 2012 }
2013
2009 return 0; 2014 return 0;
2010} 2015}
2011 2016
2012/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2017 */ 2022 */
2018 2023void
2019void move_player_attack(object *op, int dir) 2024move_player_attack (object *op, int dir)
2020{ 2025{
2021 object *tmp, *mon; 2026 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2027 int on_battleground;
2024 mapstruct *m; 2028 maptile *m;
2025 2029
2026 nx=freearr_x[dir]+op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2028 2032
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2030 2034
2031 /* If braced, or can't move to the square, and it is not out of the 2035 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2036 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2037 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2038 * 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 2039 * 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 2040 * 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 2041 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2042 * move_ob uses.
2039 */ 2043 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2044 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 2045 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2046 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");*/ 2047 {
2048 m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2056 return;
2050 }
2051 2057
2052 mon = NULL; 2058 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2059 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2060 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2061 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2062 * on the space
2057 */ 2063 */
2058 while (tmp!=NULL) { 2064 while (tmp)
2065 {
2059 if (tmp == op) { 2066 if (tmp == op)
2060 tmp=tmp->above; 2067 {
2061 continue; 2068 tmp = tmp->above;
2062 } 2069 continue;
2070 }
2071
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2073 {
2065 break; 2074 mon = tmp;
2066 } 2075 break;
2076 }
2077
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2079 mon = tmp;
2080
2069 tmp=tmp->above; 2081 tmp = tmp->above;
2070 } 2082 }
2071 2083
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2084 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2085 return; /* into a wall */
2074 2086
2075 if(mon->head != NULL) 2087 if (mon->head)
2076 mon = mon->head; 2088 mon = mon->head;
2077 2089
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2091 if (player_attack_door (op, mon))
2092 return;
2080 2093
2081 /* The following deals with possibly attacking peaceful 2094 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2095 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2096 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2097 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2098 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2099 * and thus will not push them.
2087 */ 2100 */
2088 2101
2089 /* If the creature is a pet, push it even if the player is not 2102 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2103 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2104 * player owns it and it is either friendly or unagressive.
2092 */ 2105 */
2093 if ((op->type==PLAYER) 2106 if ((op->type == PLAYER)
2094#if COZY_SERVER 2107#if COZY_SERVER
2095 && 2108 &&
2096 ( 2109 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2111#else
2102 && get_owner(mon)==op 2112 && mon->owner == op
2103#endif 2113#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2115 {
2106 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2117 if (op->contr->braced)
2118 return;
2119
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2121 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2111 return; 2125 return;
2112 } 2126 }
2113 2127
2114 /* in certain circumstances, you shouldn't attack friendly 2128 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2129 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2130 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2131 * attack them either.
2118 */ 2132 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2133 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2135#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2136 (op->contr->peaceful
2137 || (mon->type == PLAYER
2138 && mon->contr->
2139 peaceful)) &&
2124#else 2140#else
2125 op->contr->peaceful && 2141 op->contr->peaceful &&
2126#endif 2142#endif
2127 !on_battleground 2143 !on_battleground))
2144 {
2145 if (!op->contr->braced)
2128 )) { 2146 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2148 push_ob (mon, dir, op);
2132 } else { 2149 }
2150 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2151 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2152
2153 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op);
2155 }
2156
2138 /* If the object is a boulder or other rollable object, then 2157 /* 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. 2158 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2159 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2161 {
2142 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2144 } 2164 make_visible (op);
2165 }
2145 2166
2146 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2168 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2172 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2175 {
2156 2176
2157 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2178 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2179 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2180 * incurred a 1 tick offset.
2161 */ 2181 */
2162 if (!op->contr->has_hit) { 2182 if (!op->contr->has_hit)
2183 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2185
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2187 }
2167 2188
2168 skill_attack(mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2169 2190
2170 /* If attacking another player, that player gets automatic 2191 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2192 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2193 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2194 * the wiz.
2174 */ 2195 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2197 {
2177 short luck = mon->stats.luck; 2198 short luck = mon->stats.luck;
2199
2178 mon->contr->has_hit = 1; 2200 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2201 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2202 mon->stats.luck = luck;
2181 } 2203 }
2182 if(action_makes_visible(op)) make_visible(op); 2204
2183 } 2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2184 } /* if player should attack something */ 2208 } /* if player should attack something */
2185} 2209}
2186 2210
2211int
2187int move_player(object *op,int dir) { 2212move_player (object *op, int dir)
2213{
2188 int pick; 2214 int pick;
2189 2215
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2216 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; 2217 return 0;
2218
2219 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9))
2221 {
2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2223 return 0;
2224 }
2225
2226 /* peterm: added following line */
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229
2230 op->facing = dir;
2231
2232 if (op->hide)
2233 do_hidden_move (op);
2234
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ;
2237 else if (op->contr->fire_on)
2238 fire (op, dir);
2239 else
2240 {
2241 move_player_attack (op, dir);
2242 pick = check_pick (op);
2243 }
2244
2245 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing.
2247 */
2248 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2249 op->direction = dir;
2250 else
2251 op->direction = 0;
2252
2253 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities
2255 * for players.
2256 */
2257 animate_object (op, op->facing);
2258 return 0;
2229} 2259}
2230 2260
2231/* This is similar to handle_player, below, but is only used by the 2261/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2262 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2263 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2264 * the new speed values for commands.
2235 * 2265 *
2236 * Returns true if there are more actions we can do. 2266 * Returns true if there are more actions we can do.
2237 */ 2267 */
2268int
2238int handle_newcs_player(object *op) 2269handle_newcs_player (object *op)
2239{ 2270{
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)) { 2271 if (QUERY_FLAG (op, FLAG_SCARED))
2272 {
2257 flee_player(op); 2273 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2274 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2260 op->speed_left--; 2277 op->speed_left--;
2261 return 0; 2278 return 0;
2262 } 2279 }
2263 } 2280 }
2264 2281
2265 /* 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
2267 * 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.
2269 */
2270 if (op->contr->ranges[range_golem] &&
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;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2282 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2283 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2284 * called, so we recheck it here.
2280 */ 2285 */
2281 HandleClient(&op->contr->socket, op->contr); 2286 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2287 return 1;
2283 2288
2289 if (op->speed_left > 0)
2290 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2285 /* All move commands take 1 tick, at least for now */ 2293 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2294 op->speed_left--;
2287 2295
2288 /* Instead of all the stuff below, let move_player take care 2296 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2297 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2298 * there, as well as the confusion stuff.
2291 */ 2299 */
2292 move_player(op, op->direction); 2300 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2301
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2294 else return 0; 2306 return 0;
2295 } 2307}
2308
2309int
2310save_life (object *op)
2311{
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2313 return 0;
2297}
2298 2314
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) 2315 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2320
2310 query_name(tmp));
2311 if (op->contr) 2321 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2322 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2323
2314 free_object(tmp); 2324 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326
2316 if(op->stats.hp<0) 2327 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2328 op->stats.hp = op->stats.maxhp;
2329
2318 if(op->stats.food<0) 2330 if (op->stats.food < 0)
2319 op->stats.food = 999; 2331 op->stats.food = 999;
2320 fix_player(op); 2332
2333 op->update_stats ();
2321 return 1; 2334 return 1;
2322 } 2335 }
2336
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2338 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2339 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2340 return 0;
2327} 2341}
2328 2342
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2343/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2344 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2345 * function will descend into containers. op is the object to start the search
2332 * from. 2346 * from.
2333 */ 2347 */
2348void
2334void remove_unpaid_objects(object *op, object *env) 2349remove_unpaid_objects (object *op, object *env)
2335{ 2350{
2336 object *next;
2337
2338 while (op) { 2351 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2352 {
2340 * we remove object 'op' 2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2354
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2356 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2357 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2358 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 2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367}
2355 2368
2356/* 2369/*
2357 * Returns pointer a static string containing gravestone text 2370 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2371 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2372 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2373 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2374 * but there isn't one in the server directory.
2362 */ 2375 */
2376char *
2363char *gravestone_text (object *op) 2377gravestone_text (object *op)
2364{ 2378{
2365 static char buf2[MAX_BUF]; 2379 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2380 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2381 time_t now = time (NULL);
2368 2382
2369 strcpy (buf2, " R.I.P.\n\n"); 2383 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2386 else
2373 sprintf (buf, "%s\n", op->name); 2387 sprintf (buf, "%s\n", &op->name);
2388
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2390 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2391 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2393 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2397 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2398 if (op->type == PLAYER)
2399 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2402 strcat (buf2, buf);
2386 } 2403 }
2404
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2407 strcat (buf2, buf);
2408
2390 return buf2; 2409 return buf2;
2391} 2410}
2392 2411
2393 2412void
2394
2395void do_some_living(object *op) { 2413do_some_living (object *op)
2414{
2396 int last_food=op->stats.food; 2415 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2416 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2417 int over_hp, over_sp, over_grace;
2399 int i; 2418 int i;
2400 int rate_hp = 1200; 2419 int rate_hp = 1200;
2401 int rate_sp = 2500; 2420 int rate_sp = 2500;
2402 int rate_grace = 2000; 2421 int rate_grace = 2000;
2403 const int max_hp = 1; 2422 const int max_hp = 1;
2404 const int max_sp = 1; 2423 const int max_sp = 1;
2405 const int max_grace = 1; 2424 const int max_grace = 1;
2406 2425
2407 if (op->contr->outputs_sync) { 2426 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2427 {
2409 if (op->contr->outputs[i].buf!=NULL && 2428 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2429 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2412 } 2435 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2437 {
2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2443 }
2413 2444
2414 if(op->contr->state==ST_PLAYING) { 2445 if (op->contr->ns->state == ST_PLAYING)
2415 2446 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2447 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2448 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2449 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2450 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2451 else
2452 {
2421 gen_hp = op->stats.maxhp; 2453 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2454 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2455 }
2456
2424 if(op->contr->gen_sp >= 0 ) 2457 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2458 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2459 else
2460 {
2427 gen_sp = op->stats.maxsp; 2461 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2462 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2463 }
2464
2430 if(op->contr->gen_grace >= 0) 2465 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2467 else
2468 {
2433 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2471 }
2436 2472
2437 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2477 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2478 {
2479 op->stats.sp++;
2442 /* dms do not consume food */ 2480 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2482 {
2483 op->stats.food--;
2445 if(op->contr->digestion<0) 2484 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2485 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2486 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; 2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2513 }
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 2514
2471 /* Regenerate Grace */ 2515 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2517 if (--op->last_grace < 0)
2518 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2519 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2520 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2521
2522 if (max_grace > 1)
2523 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2525 if (over_grace > 0)
2479 op->stats.sp += over_grace 2526 {
2527 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; 2528 + (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; 2529 op->last_grace = 0;
2482 } else { 2530 }
2531 else
2532 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2534 }
2485 } else { 2535 }
2536 else
2537 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2539 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2540 /* wearing stuff doesn't detract from grace generation. */
2489 } 2541 }
2490 2542
2491 /* Regenerate Hit Points */ 2543 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2544 if (--op->last_heal < 0)
2545 {
2493 if(op->stats.hp<op->stats.maxhp) { 2546 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2547 {
2548 op->stats.hp++;
2495 /* dms do not consume food */ 2549 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2551 {
2552 op->stats.food--;
2498 if(op->contr->digestion<0) 2553 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2555 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; 2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_hp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2566 op->last_heal = 0;
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2503 } 2577 }
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 2578
2519 /* Digestion */ 2579 /* Digestion */
2520 if(--op->last_eat<0) { 2580 if (--op->last_eat < 0)
2581 {
2521#ifdef COZY_SERVER 2582#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2585#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2587#endif
2529 2588
2530 if(op->contr->gen_hp > 0) 2589 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2591 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593
2534 /* dms do not consume food */ 2594 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2596 op->stats.food--;
2537 } 2597 }
2538 2598
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2599 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2600 {
2601 object *tmp, *flesh = 0;
2541 2602
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2603 for (tmp = op->inv; tmp; tmp = tmp->below)
2604 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2606 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2610 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2611 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2612 break;
2549 } 2613 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2614 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2615 flesh = tmp;
2552 } /* end of for loop */ 2616 } /* End if paid for object */
2617 } /* end of for loop */
2618
2553 /* If player is still starving, it means they don't have any food, so 2619 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2620 * eat flesh instead.
2555 */ 2621 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2625 manual_apply (op, flesh, 0);
2559 } 2626 }
2560 } /* end if player is starving */ 2627 }
2561 2628
2562 while(op->stats.food<0&&op->stats.hp>0) 2629 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2630 op->stats.food++, op->stats.hp--;
2564 2631
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2633 kill_player (op);
2634 }
2567} 2635}
2568
2569
2570 2636
2571/* If the player should die (lack of hp, food, etc), we call this. 2637/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2638 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2639 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2640 * file.
2575 */ 2641 */
2642void
2576void kill_player(object *op) 2643kill_player (object *op)
2577{ 2644{
2578 char buf[MAX_BUF]; 2645 char buf[MAX_BUF];
2579 int x,y,i; 2646 int x, y;
2647
2648 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2649 maptile *map; /* this is for resurrection */
2650
2581 int z; 2651 /* int z;
2582 int num_stats_lose; 2652 int num_stats_lose;
2583 int lost_a_stat; 2653 int lost_a_stat;
2584 int lose_this_stat; 2654 int lose_this_stat;
2585 int this_stat; 2655 int this_stat; */
2586 int will_kill_again; 2656 int will_kill_again;
2587 archetype *at; 2657 archetype *at;
2588 object *tmp; 2658 object *tmp;
2589 2659
2590 if(save_life(op)) 2660 if (save_life (op))
2591 return; 2661 return;
2592 2662
2593 2663
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2665 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2666 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2667 */
2598 if (op_on_battleground(op, &x, &y)) { 2668 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2669 {
2600 "You have been defeated in combat!"); 2670 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, 2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2672
2603
2604 /* restore player */ 2673 /* restore player */
2605 at = find_archetype("poisoning"); 2674 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2675 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2676 {
2608 remove_ob(tmp); 2677 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2679 }
2612 2680
2613 at = find_archetype("confusion"); 2681 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2682 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2683 {
2616 remove_ob(tmp); 2684 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2686 }
2620 2687
2621 cure_disease(op,0); /* remove any disease */ 2688 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2689 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2690 if (op->stats.food <= 0)
2624 2691 op->stats.food = 999;
2692
2625 /* create a bodypart-trophy to make the winner happy */ 2693 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2694 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2695 {
2629 sprintf(buf,"%s's finger",op->name); 2696 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2697 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2698 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2699 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2701 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2702 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2703 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2704 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 2705 }
2706
2642 /* teleport defeated player to new destination*/ 2707 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2708 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2709 op->contr->braced = 0;
2645 return; 2710 return;
2646 } 2711 }
2647 2712
2648 INVOKE_PLAYER (DEATH, op->contr); 2713 INVOKE_PLAYER (DEATH, op->contr);
2649 2714
2650 command_kill_pets (op, 0); 2715 command_kill_pets (op, 0);
2651 2716
2652 if(op->stats.food<0) { 2717 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2718 {
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); 2719 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2720 strcpy (op->contr->killer, "starvation");
2661 } 2721 }
2662 else { 2722 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); 2723 sprintf (buf, "%s died.", &op->name);
2670 } 2724
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2726
2673 /* save the map location for corpse, gravestone*/ 2727 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2728 x = op->x;
2729 y = op->y;
2730 map = op->map;
2675 2731
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2732 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2733 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2734 * See the config.h file for a little more in depth detail about this.
2681 */ 2735 */
2682 2736
2683 /* Basically two ways to go - remove a stat permanently, or just 2737 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2738 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2739 * of death.
2686 */ 2740 */
2687#ifndef COZY_SERVER 2741#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2742 if (settings.balanced_stat_loss)
2743 {
2689 /* If stat loss is permanent, lose one stat only. */ 2744 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2745 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2746 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2747 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2748 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2749 little bit harder. */
2695 /* GD */ 2750 /* GD */
2696 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2752 num_stats_lose = 1;
2698 else 2753 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2754 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2755 }
2756 else
2701 num_stats_lose = 1; 2757 num_stats_lose = 1;
2702 } 2758
2703 lost_a_stat = 0; 2759 lost_a_stat = 0;
2704 2760
2705 for (z=0; z<num_stats_lose; z++) { 2761 for (z = 0; z < num_stats_lose; z++)
2762 {
2706 i = RANDOM() % NUM_STATS; 2763 i = RANDOM () % NUM_STATS;
2707 2764
2708 if (settings.stat_loss_on_death) { 2765 if (settings.stat_loss_on_death)
2766 {
2709 /* Pick a random stat and take a point off it. Tell the player 2767 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2768 * what he lost.
2711 */ 2769 */
2712 change_attr_value(&(op->stats), i,-1); 2770 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2771 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2772 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2773 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2774 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2775 lost_a_stat = 1;
2718 } else { 2776 }
2777 else
2778 {
2719 /* deplete a stat */ 2779 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2780 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2781 object *dep;
2782
2783 dep = present_arch_in_ob (deparch, op);
2784 if (!dep)
2722 2785 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2786 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2787 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 2788 }
2756 if (lose_this_stat) { 2789 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss)
2791 {
2792 /* GD */
2793 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2794 this_stat = get_attr_value (&(dep->stats), i);
2795 if (this_stat < 0)
2796 {
2797 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2798 int keep_chance = this_stat * this_stat;
2799
2800 /* Yes, I am paranoid. Sue me. */
2801 if (keep_chance < 1)
2802 keep_chance = 1;
2803
2804 /* There is a maximum depletion total per level. */
2805 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2806 {
2807 lose_this_stat = 0;
2808 /* Take loss chance vs keep chance to see if we
2809 retain the stat. */
2810 }
2811 else
2812 {
2813 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2814 lose_this_stat = 0;
2815 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816 this_stat, keep_chance, loss_chance,
2817 lose_this_stat?"LOSE":"KEEP"); */
2818 }
2819 }
2820 }
2821
2822 if (lose_this_stat)
2823 {
2824 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2825 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2826 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2827 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2828 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2829 * difference.
2763 */ 2830 */
2764 if (this_stat>=-50) { 2831 if (this_stat >= -50)
2832 {
2765 change_attr_value(&(dep->stats), i, -1); 2833 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2834 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2836 op->update_stats ();
2769 lost_a_stat = 1; 2837 lost_a_stat = 1;
2770 } 2838 }
2771 } 2839 }
2840 }
2772 } 2841 }
2773 }
2774 /* If no stat lost, tell the player. */ 2842 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2843 if (!lost_a_stat)
2776 { 2844 {
2777 /* determine_god() seems to not work sometimes... why is this? 2845 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2846 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2847 const char *god = determine_god (op);
2848
2780 if (god && (strcmp(god, "none"))) 2849 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2851 else
2783 " you.", god); 2852 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 } 2853 }
2854#else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2856#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 2857
2792 /* Put a gravestone up where the character 'almost' died. List the 2858 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2859 * exp loss on the stone.
2794 */ 2860 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2861 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2862 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2863 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2864 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2865 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2866 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2867 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; 2868 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2870
2809 /**************************************/ 2871 /**************************************/
2810 /* */ 2872 /* */
2811 /* Subtract the experience points, */ 2873 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2874 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2875 /* food, and reset HP's... */
2814 /* */ 2876 /* */
2815 /**************************************/ 2877 /**************************************/
2816 2878
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2879 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2880 /* restore player */
2819 at = find_archetype("poisoning"); 2881 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2882 tmp = present_arch_in_ob (at, op);
2883
2821 if (tmp) { 2884 if (tmp)
2822 remove_ob(tmp); 2885 {
2823 free_object(tmp); 2886 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2888 }
2826 2889
2827 at = find_archetype("confusion"); 2890 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2891 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2892 if (tmp)
2830 remove_ob(tmp); 2893 {
2831 free_object(tmp); 2894 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2896 }
2897
2834 cure_disease(op,0); /* remove any disease */ 2898 cure_disease (op, 0); /* remove any disease */
2835 2899
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2900 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2901 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2904 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2907
2843 /* 2908 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2909 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2910 * and put them back in the map.
2846 * in the map. 2911 */
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); 2912 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2913
2857 /****************************************/ 2914 /****************************************/
2858 /* */ 2915 /* */
2859 /* Move player to his current respawn- */ 2916 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2917 /* position (usually last savebed) */
2861 /* */ 2918 /* */
2862 /****************************************/ 2919 /****************************************/
2863 2920
2864 enter_player_savebed(op); 2921 enter_player_savebed (op);
2865 2922
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2923 op->contr->braced = 0;
2870 save_player(op,1);
2871 2924
2872 /* it is possible that the player has blown something up 2925 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2926 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2927 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2928 * on the space that might harm the player.
2876 */ 2929 */
2877 will_kill_again=0; 2930 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2931 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2932 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2933 will_kill_again |= tmp->attacktype;
2881 } 2934
2882 if (will_kill_again) { 2935 if (will_kill_again)
2936 {
2883 object *force; 2937 object *force;
2884 int at; 2938 int at;
2885 2939
2886 force=get_archetype(FORCE_NAME); 2940 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2941 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2942 force->speed = 0.1;
2889 force->speed_left=-5.0; 2943 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2944 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2945 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2946 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2947 force->resist[at] = 100;
2894 } 2948
2895 insert_ob_in_ob(force, op); 2949 insert_ob_in_ob (force, op);
2896 fix_player(op); 2950 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2951
2952 }
2953
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2954 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} 2955}
2972 2956
2973 2957void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2958loot_object (object *op)
2959{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2960 object *tmp, *tmp2, *next;
2976 2961
2977 if (op->container) { /* close open sack first */ 2962 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2963
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2964 for (tmp = op->inv; tmp; tmp = next)
2965 {
2982 next=tmp->below; 2966 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2967
2984 remove_ob(tmp); 2968 if (tmp->invisible)
2969 continue;
2970
2971 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2972 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2973
2987 loot_object(tmp); 2974 if (tmp->type == CONTAINER)
2988 } 2975 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2976
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 {
2991 if(tmp->nrof>1) { 2979 if (tmp->nrof > 1)
2980 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2982 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2983 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 }
2985 else
2986 tmp->destroy ();
2987 }
2995 } else 2988 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2990 }
3000} 2991}
3001 2992
3002/* 2993/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2994 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2995 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2996 * was changed.
3006 */ 2997 */
3007 2998void
3008void fix_weight(void) { 2999fix_weight (void)
3009 player *pl; 3000{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3001 for_all_players (pl)
3002 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3004
3012 if(old == sum) 3005 if (old == sum)
3013 continue; 3006 continue;
3014 fix_player(pl->ob); 3007 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3009 }
3018} 3010}
3019 3011
3012void
3020void fix_luck(void) { 3013fix_luck (void)
3021 player *pl; 3014{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3015 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3016 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3017 pl->ob->change_luck (0);
3025} 3018}
3026
3027 3019
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3020/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3021 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3022 * just treat this as any other spell casting object.
3031 */ 3023 */
3032
3033void 3024void
3034cast_dust (object * op, object * throw_ob, int dir) 3025cast_dust (object *op, object *throw_ob, int dir)
3035{ 3026{
3036 object *skop, *spob; 3027 object *skop, *spob;
3037 3028
3038 skop = find_skill_by_name (op, throw_ob->skill); 3029 skop = find_skill_by_name (op, throw_ob->skill);
3039 3030
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3031 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3032 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3033 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3034 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3035 return;
3046 } 3036 }
3047 3037
3048 spob = throw_ob->inv; 3038 spob = throw_ob->inv;
3049 3039
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3040 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3041 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3042 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3043 if (!spob)
3054 { 3044 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3045 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3046 return;
3058 } 3047 }
3059 3048
3060 if (op->type == PLAYER) 3049 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3050 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3051
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3052 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3053
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3054 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3055}
3069 3056
3057void
3070void make_visible (object *op) { 3058make_visible (object *op)
3059{
3071 op->hide = 0; 3060 op->hide = 0;
3072 op->invisible = 0; 3061 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) 3062 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3063 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3064 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3065 op->contr->invis_race = 0;
3066 }
3067
3068 update_object (op, UP_OBJ_CHANGE);
3069}
3070
3071int
3072is_true_undead (object *op)
3073{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3075 return 1;
3076
3089 return 0; 3077 return 0;
3090} 3078}
3091 3079
3092/* look at the surrounding terrain to determine 3080/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3081 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3082 * indicate greater hideability.
3095 */ 3083 */
3096 3084
3085int
3097int hideability(object *ob) { 3086hideability (object *ob)
3087{
3098 int i,level=0, mflag; 3088 int i, level = 0, mflag;
3099 sint16 x,y; 3089 sint16 x, y;
3100 3090
3101 if(!ob||!ob->map) return 0; 3091 if (!ob || !ob->map)
3092 return 0;
3102 3093
3103 /* so, on normal lighted maps, its hard to hide */ 3094 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3095 level = ob->map->darkness - 2;
3105 3096
3106 /* this also picks up whether the object is glowing. 3097 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3098 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3099 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3100 if (has_carried_lights (ob))
3101 level = -(10 + (2 * ob->map->darkness));
3110 3102
3111 /* scan through all nearby squares for terrain to hide in */ 3103 /* 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]) { 3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3107 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue;
3110 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3112 level += 2;
3117 else /* open terrain! */ 3113 else /* open terrain! */
3118 level -= 1; 3114 level -= 1;
3119 } 3115 }
3120 3116
3121#if 0 3117#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3118 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3119#endif
3124 return level; 3120 return level;
3125} 3121}
3126 3122
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3123/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3124 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3125 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3126 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3127 */
3132 3128
3129void
3133void do_hidden_move (object *op) { 3130do_hidden_move (object *op)
3131{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3133 object *skop;
3136 3134
3137 if(!op || !op->map) return; 3135 if (!op || !op->map)
3136 return;
3138 3137
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3139
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3141 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3142 if (!skop || num >= skop->level)
3143 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3145 make_visible (op);
3146 return; 3146 return;
3147 } else num += 20;
3148 } 3147 }
3148 else
3149 num += 20;
3150
3149 num += op->map->difficulty; 3151 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3152 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3153 num -= hide;
3154
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 {
3153 make_visible(op); 3157 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3160 }
3157 else if (op->type == PLAYER && skop) { 3161 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3163}
3161 3164
3162/* determine if who is standing near a hostile creature. */ 3165/* determine if who is standing near a hostile creature. */
3163 3166
3167int
3164int stand_near_hostile( object *who ) { 3168stand_near_hostile (object *who)
3169{
3165 object *tmp=NULL; 3170 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3171 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3172 maptile *m;
3168 sint16 x,y; 3173 sint16 x, y;
3169 3174
3170 if(!who) return 0; 3175 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; 3176 return 0;
3177
3178 if (who->type == PLAYER)
3179 player = 1;
3180
3181 else
3182 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3183
3184 /* search adjacent squares */
3185 for (i = 1; i < 9; i++)
3186 {
3187 x = who->x + freearr_x[i];
3188 y = who->y + freearr_y[i];
3189 m = who->map;
3190 mflags = get_map_flags (m, &m, x, y, &x, &y);
3191 /* space must be blocked if there is a monster. If not
3192 * blocked, don't need to check this space.
3193 */
3194 if (mflags & P_OUT_OF_MAP)
3195 continue;
3196 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3197 continue;
3198
3199 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3200 {
3201 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3202 return 1;
3203 else if (tmp->type == PLAYER)
3204 {
3205 /*don't let a hidden DM prevent you from hiding */
3206 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3207 return 1;
3208 }
3209 }
3210 }
3211 return 0;
3200} 3212}
3201 3213
3202/* check the player los field for viewability of the 3214/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3215 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3216 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3223 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3224 * -b.t.
3213 * This function is now map tiling safe. 3225 * This function is now map tiling safe.
3214 */ 3226 */
3215 3227
3228int
3216int player_can_view (object *pl,object *op) { 3229player_can_view (object *pl, object *op)
3230{
3217 rv_vector rv; 3231 rv_vector rv;
3218 int dx,dy; 3232 int dx, dy;
3219 3233
3220 if(pl->type!=PLAYER) { 3234 if (pl->type != PLAYER)
3235 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3236 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; 3237 return -1;
3247 op = op->more;
3248 } 3238 }
3239
3240 if (!pl || !op)
3249 return 0; 3241 return 0;
3242
3243 op = op->head_ ();
3244
3245 get_rangevector (pl, op, &rv, 0x1);
3246
3247 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any
3249 * part that is in the los array but isnt on
3250 * a blocked los square.
3251 * we use the archetype to figure out offsets.
3252 */
3253 while (op)
3254 {
3255 dx = rv.distance_x + op->arch->clone.x;
3256 dy = rv.distance_y + op->arch->clone.y;
3257
3258 /* only the viewable area the player sees is updated by LOS
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1;
3266 op = op->more;
3267 }
3268 return 0;
3250} 3269}
3251 3270
3252/* routine for both players and monsters. We call this when 3271/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3272 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3273 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3274 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3275 * return 0.
3257 */ 3276 */
3277int
3258int action_makes_visible (object *op) { 3278action_makes_visible (object *op)
3279{
3259 3280
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3284 return 0;
3263 3285
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3265 3288
3266 /* If monsters, they should become visible */ 3289 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3293 return 1;
3270 } 3294 }
3271 } 3295 }
3272 return 0; 3296 return 0;
3273} 3297}
3274 3298
3275/* op_on_battleground - checks if the given object op (usually 3299/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3300 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3301 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3302 * -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 3303 * 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 3304 * 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 3305 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3306 */
3307int
3283int op_on_battleground (object *op, int *x, int *y) { 3308op_on_battleground (object *op, int *x, int *y)
3309{
3284 object *tmp; 3310 object *tmp;
3285 3311
3286 /* A battleground-tile needs the following attributes to be valid: 3312 /* 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), 3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3315 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3316 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3317 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3319 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3324 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3325 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 {
3299 object *invtmp; 3328 object *invtmp;
3329
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3331 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333 {
3334 if (x != NULL && y != NULL)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3336 return 1;
3337 }
3338 }
3339 }
3303 if (x != NULL && y != NULL) 3340 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3342 return 1;
3306 } 3343 }
3307 } 3344 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3345 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3346 /* If we got here, did not find a battleground */
3316 return 0; 3347 return 0;
3317} 3348}
3318 3349
3319/* 3350/*
3323 * attributes: 3354 * attributes:
3324 * object *who the dragon player 3355 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3356 * int atnr the attack-number of the ability focus
3326 * int level ability level 3357 * int level ability level
3327 */ 3358 */
3359void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3360dragon_ability_gain (object *who, int atnr, int level)
3361{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3362 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3363 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3364 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3365 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3366 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3367 int i = 0, j = 0;
3335 3368
3336 /* get the appropriate treasurelist */ 3369 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3370 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3371 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3372 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3373 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3374 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3375 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3376 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3377 trlist = treasurelist::find ("dragon_ability_poison");
3345 3378
3346 if (trlist == NULL || who->type != PLAYER) 3379 if (trlist == NULL || who->type != PLAYER)
3347 return; 3380 return;
3348 3381
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3383
3351 3384 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3385 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3387 return;
3355 } 3388 }
3356 3389
3357 /* everything seems okay - now bring on the gift: */ 3390 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3391 item = &(tr->item->clone);
3359 3392
3360 if (item->type == SPELL) { 3393 if (item->type == SPELL)
3394 {
3361 if (check_spell_known (who, item->name)) 3395 if (check_spell_known (who, item->name))
3362 return; 3396 return;
3363 3397
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3398 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3399 do_learn_spell (who, item, 0);
3366 return; 3400 return;
3367 } 3401 }
3368 3402
3369 /* grant direct spell */ 3403 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3404 if (item->type == SPELLBOOK)
3405 {
3371 if (!item->inv) { 3406 if (!item->inv)
3407 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3408 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3409 return;
3375 } 3410 }
3376 if (check_spell_known (who, item->inv->name)) 3411 if (check_spell_known (who, item->inv->name))
3377 return; 3412 return;
3378 if (item->invisible) { 3413 if (item->invisible)
3414 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3416 do_learn_spell (who, item->inv, 0);
3381 return; 3417 return;
3382 } 3418 }
3383 } 3419 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3420 else if (item->type == SKILL_TOOL && item->invisible)
3421 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3422 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3423 {
3386 3424
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3425 /* 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 3426 * 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, 3427 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3428 * but not all of them, he gets nothing.
3391 */ 3429 */
3392 if (!(skop->attacktype & item->attacktype)) { 3430 if (!(skop->attacktype & item->attacktype))
3431 {
3393 /* Give new attacktype */ 3432 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3433 skop->attacktype |= item->attacktype;
3395 3434
3396 /* always add physical if there's none */ 3435 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3436 skop->attacktype |= AT_PHYSICAL;
3398 3437
3399 if (item->msg != NULL) 3438 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3440
3402 /* Give player new face */ 3441 /* Give player new face */
3403 if (item->animation_id) { 3442 if (item->animation_id)
3443 {
3404 who->face = skop->face; 3444 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3445 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3446 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3447 who->last_anim = 0;
3408 who->state = 0; 3448 who->state = 0;
3409 animate_object(who, who->direction); 3449 animate_object (who, who->direction);
3410 } 3450 }
3451 }
3452 }
3411 } 3453 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3454 else if (item->type == FORCE)
3455 {
3415 /* forces in the treasurelist can alter the player's stats */ 3456 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3457 object *skin;
3458
3417 /* first get the dragon skin force */ 3459 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3462 ;
3421 3463
3464 if (!skin)
3465 return;
3466
3422 /* adding new spellpath attunements */ 3467 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3468 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3469 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3470 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3471
3426 /* print message */ 3472 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3473 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3474 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3475 {
3430 if (j) 3476 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3477 {
3432 else 3478 if (j)
3433 j = 1; 3479 strcat (buf, " and ");
3480 else
3481 j = 1;
3434 strcat(buf, spellpathnames[i]); 3482 strcat (buf, spellpathnames[i]);
3435 } 3483 }
3436 } 3484 }
3437 strcat(buf,"."); 3485 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3486 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3487 }
3440 3488
3441 /* evtl. adding flags: */ 3489 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3490 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3491 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3492 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3493 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3494 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3495 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3496
3449 /* print message if there is one */ 3497 /* print message if there is one */
3450 if (item->msg != NULL) 3498 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 }
3501 else
3452 } 3502 {
3453 else {
3454 /* generate misc. treasure */ 3503 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3504 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3506 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3507 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3508 esrv_send_item (who, tmp);
3460 } 3509 }
3461} 3510}
3462 3511
3463/** 3512/**
3464 * Unready an object for a player. This function does nothing if the object was 3513 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3514 * not readied.
3466 */ 3515 */
3516void
3467void player_unready_range_ob(player *pl, object *ob) { 3517player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3518{
3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3469 3521
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3522 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3523 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3524
3473 if (pl->shoottype == i) { 3525 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3526 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3527}
3528
3529sint8
3530player::visibility_at (maptile *map, int x, int y) const
3531{
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546}

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