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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 202
208 if (!p) 203 ob->remove ();
209 { 204 ob->map = 0;
210 p = new player; 205 party = 0;
211 206
212 /* This adds the player in the linked list. There is extra 207 // for weird reasons, this is often "ob", keeping a circular reference
213 * complexity here because we want to add the new player at the 208 ranges [range_skill] = 0;
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 209
226 p->next = NULL; 210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
227 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
228 250
229 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
230 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
231 */
232 p->clear ();
233 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
234 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 321 * we deal with that below this point.
236 */ 322 */
237 p->party = NULL; 323 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 324 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 326
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
248 328
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; 329 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 330 shoottype = range_none;
265 p->bowtype = bow_normal; 331 bowtype = bow_normal;
266 p->petmode = pet_normal; 332 petmode = pet_normal;
267 p->listening = 10; 333 listening = 10;
268 p->usekeys = containers; 334 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 336 do_los = 1;
272 p->explore = 0; 337}
273 p->no_shout = 0; /* default can shout */
274 338
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 339void
276 p->title[sizeof (p->title) - 1] = '\0'; 340player::do_destroy ()
277 op->race = op->arch->clone.race; 341{
342 disconnect ();
278 343
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 344 attachable::do_destroy ();
280 345
281 /* we need to clear these to -1 and not zero - otherwise, 346 if (ob)
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 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 347 {
291 for (i = 0; i < NROFATTACKS; i++) 348 ob->destroy_inv (false);
349 ob->destroy ();
292 { 350 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 351}
302 352
303/* This loads the first map an puts the player on it. */ 353player::~player ()
304static void set_first_map(object *op)
305{ 354{
306 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
307 op->x = -1; 356 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 357}
311 358
312/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
314 * mode. 361 * mode.
315 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
316 367
317int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 369
320 p=get_player(NULL); 370 pl->ob->roll_stats ();
321 p->socket = *ns; 371 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 373
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 374 set_first_map (pl->ob);
332 375
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 376 return pl;
340} 377}
341 378
342/* 379/*
343 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
346 */ 383 */
384archetype *
347archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
348{ 386{
349 archetype *start = at; 387 archetype *start = at;
388
350 for (;;) { 389 for (;;)
390 {
351 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
352 at=first_archetype; 392 at = first_archetype;
353 else 393 else
354 at=at->next; 394 at = at->next;
395
355 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
356 return at; 397 return at;
398
357 if (at == start) { 399 if (at == start)
400 {
358 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 402 exit (-1);
360 } 403 }
361 } 404 }
362} 405}
363 406
364 407object *
365object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
366 object *op = NULL; 410 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 411 objectlink *ol;
369 unsigned lastdist; 412 unsigned lastdist;
370 rv_vector rv; 413 rv_vector rv;
371 414
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
373 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
377 */ 421 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
379 object *tmp=ol->ob; 424 object *tmp = ol->ob;
380 425
381 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 427 * itself will have been cleared.
383 */ 428 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
385 ol = ol->next; 431 ol = ol->next;
386 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
387 if (!ol) return op; 434 return op;
388 } 435 }
389 436
390 /* Remove special check for player from this. First, it looks to cause 437 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
396 */ 443 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 445 continue;
399 446
400 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
401 op=ol->ob; 449 op = ol->ob;
402 lastdist=rv.distance; 450 lastdist = rv.distance;
403 } 451 }
404 } 452 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 457 {
413 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
414#if 0 462#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 464#endif
417 return op; 465 return op;
418} 466}
419 467
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 469 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 486 * is probably not a good thing.
439 */ 487 */
440#define MAX_SPACES 50 488#define MAX_SPACES 50
441
442 489
443/* 490/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 509 * is blocking itself.
463 */ 510 */
511int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
465 rv_vector rv; 514 rv_vector rv;
466 sint16 x,y; 515 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
469 518
470 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
471 520
472 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
473 523
474 x=mon->x; 524 x = mon->x;
475 y=mon->y; 525 y = mon->y;
476 m=mon->map; 526 m = mon->map;
477 dir = rv.direction; 527 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
480 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
482 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
483 lastx = x; 537 lastx = x;
484 lasty = y; 538 lasty = y;
485 lastmap = m; 539 lastmap = m;
486 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
488 542
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 545
492 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
495 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
497 */ 552 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
500 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 557 * the values so it will try again.
502 */ 558 */
503 x = lastx; 559 x = lastx;
504 y = lasty; 560 y = lasty;
505 m = lastmap; 561 m = lastmap;
506 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
507 } else { 564 else
565 {
508 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
509 * either the left or right. 567 * either the left or right.
510 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 572 * stepping back and forth
515 */ 573 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 579 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 584 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 586 * the last direction the creature has successfully
527 * moved. 587 * moved.
528 */ 588 */
529 589
530 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 592 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
538 601
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
540 } 604 }
541 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
543 */ 607 */
544 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 609 return 0;
546 diff--; 610 diff--;
547 lastdir=dir; 611 lastdir = dir;
548 max--; 612 max--;
549 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
550 } /* else check alternate directions */ 615 } /* else check alternate directions */
551 } /* if blocked */ 616 } /* if blocked */
552 else { 617 else
618 {
553 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
554 diff--; 620 diff--;
555 max--; 621 max--;
556 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
557 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
558 } 628 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 630 * headed toward player for entire distance.
562 */ 631 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 634 }
566 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
567 } 638 }
639
568 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 641 if (!max)
642 return 0;
570 643
571 return firstdir; 644 return firstdir;
572} 645}
573 646
647void
574void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
575 object *op,*next=NULL; 650 object *op, *next = NULL;
576 651
577 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 654
580 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
581 next = op->below; 657 next = op->below;
582 658
583 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 660 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 661 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
588 664
589 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 666 * by this player due to race restrictions
591 */ 667 */
592 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 675 {
603 } 676 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 677 continue;
623 } 678 }
624 if (op->nrof > 1) op->nrof = 1; 679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 688 {
689 object *tmp;
626 690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
627 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 709 }
630 710
631 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 712 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 713 * merged properly.
634 */ 714 */
635 if (need_identify(op)) { 715 if (need_identify (op))
716 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
639 } 722 {
640 if(op->type==SPELL) { 723 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
644 } 727 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 729 op->stats.exp = 0;
648 op->level = 1; 730 op->level = 1;
649 } 731 }
650 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
653 736
654 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
655 link_player_skills(pl); 738 link_player_skills (pl);
656} 739}
657 740
658void get_name(object *op) { 741void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
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 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
731 if (party == NULL) { 744 if (party == NULL)
745 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 747 return;
734 } 748 }
749
735 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 754}
740
741 755
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
743int roll_stat(void) { 758roll_stat (void)
759{
744 int a[4],i,j,k; 760 int a[4], i, j, k;
745 761
746 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
748 764
749 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 766 if (a[i] < k)
751 k=a[i],j=i; 767 k = a[i], j = i;
752 768
753 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 770 if (i != j)
755 k+=a[i]; 771 k += a[i];
756 } 772
757 return k; 773 return k;
758} 774}
759 775
760void roll_stats(object *op) { 776void
761 int sum=0; 777object::roll_stats ()
762 int i = 0, j = 0; 778{
763 int statsort[7]; 779 int statsort [7];
764 780
781 for (;;)
765 do { 782 {
766 op->stats.Str=roll_stat(); 783 int sum = 0;
767 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
778 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 793
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
806 801
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 802 stats.exp = 0;
818 op->stats.ac=0; 803 stats.ac = 0;
819 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
820 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
823 814
824 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
825 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
828 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
829} 854}
830 855
831void Roll_Again(object *op) 856static void
857start_info (object *op)
832{ 858{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
841 860
842 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 865}
950 866
951/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
955 * not the class. 871 * not the class.
956 */ 872 */
957 873void
958int key_change_class(object *op, char key) 874player::chargen_race_done ()
959{ 875{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
974 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
976 885
977 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
978 887
979 if (op->msg) 888 if (ob->msg)
980 op->msg=NULL; 889 ob->msg = 0;
981 890
982 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
983 * to save here. 892 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 893 */
1024 894 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1091 next = mp->next; 898 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 899
1093 delete_map(mp); 900 start_info (ob);
1094 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1095 902 give_initial_items (ob, ob->randomitems);
1096 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1097 } 911 {
1098 play_again(op); 912 object *tmp;
1099 return 1; 913 char mapname[MAX_BUF];
1100}
1101 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1102void flee_player(object *op) { 966flee_player (object *op)
967{
1103 int dir,diff; 968 int dir, diff;
1104 rv_vector rv; 969 rv_vector rv;
1105 970
1106 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 if (op->enemy == NULL)
979 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return;
1001 }
1002
1003 get_rangevector (op, op->enemy, &rv, 0);
1004
1005 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++)
1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1109 return; 1011 return;
1110 } 1012 }
1111 1013
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1016 op->enemy = NULL;
1146} 1017}
1147 1018
1148 1019
1149/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1150 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1151 * stop. 1022 * stop.
1152 */ 1023 */
1024int
1153int check_pick(object *op) { 1025check_pick (object *op)
1026{
1154 object *tmp, *next; 1027 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1028 int stop = 0;
1157 int j, k, wvratio; 1029 int wvratio;
1158 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1159
1160 1031
1161 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1163 return 1; 1034 return 1;
1164 1035
1165 op_tag = op->count;
1166
1167 next = op->below; 1036 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1037
1171 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1172 * destroyed */ 1039 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1174 { 1041 {
1175 tmp = next; 1042 tmp = next;
1176 next = tmp->below; 1043 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1044
1180 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1181 return 0; 1046 return 0;
1182 1047
1183 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1184 continue; 1049 continue;
1185 1050
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1052 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1054 pick_up (op, tmp);
1190 continue; 1055 continue;
1191 } 1056 }
1192 1057
1193 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1195 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1196 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1197 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1198 return 1; 1067 return 1;
1068 case 2:
1199 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1200 return 0; 1070 return 0;
1071 case 3:
1201 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1202 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1203 break; 1075 break;
1076 case 5:
1204 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1205 stop = 1; 1078 stop = 1;
1206 break; 1079 break;
1207 case 6: 1080 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1082 pick_up (op, tmp);
1211 break; 1083 break;
1212 1084
1213 case 7: 1085 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1087 pick_up (op, tmp);
1216 break; 1088 break;
1217 1089
1218 default: 1090 default:
1219 /* use value density */ 1091 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1094 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1095 }
1252 } 1096 }
1253 } 1097 else
1098 { /* old model */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG)
1101 {
1102 /* some debugging code to figure out item information */
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1255 1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1256#if 0 1349#if 0
1257 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1259 { 1352 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1354 }
1262 { 1355 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1359#endif
1269 } 1360 continue;
1270 /* philosophy: 1361 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1362 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1364 }
1430 } /* the new pickup model */ 1365
1431 }
1432 return ! stop; 1366 return !stop;
1433} 1367}
1434 1368
1435/* 1369/*
1436 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1372 * found object is returned.
1439 */ 1373 */
1374object *
1440object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1441{ 1376{
1442 object *tmp = NULL; 1377 object *tmp = 0;
1443 1378
1444 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1449 return op; 1383 return op;
1384
1450 return tmp; 1385 return tmp;
1451} 1386}
1452 1387
1453/* 1388/*
1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1455 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1456 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1457 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1458 */ 1393 */
1459 1394object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1396{
1462 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1464 1399
1465 if (!type) 1400 if (!type)
1466 return NULL; 1401 return NULL;
1467 1402
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1471 i = 0; 1407 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1409 if (i > betterby)
1410 {
1474 tmp = ntmp; 1411 tmp = ntmp;
1475 betterby = i; 1412 betterby = i;
1476 } 1413 }
1414 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1478 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1419 {
1481 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1482 *better = 100; 1422 *better = 100;
1483 return arrow; 1423 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1424 }
1488 } else { 1425 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1426 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1427 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1429 }
1505 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1506 } 1453 }
1454 }
1507 } 1455 }
1508 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1457 return find_arrow (op, type);
1510 1458
1511 *better = betterby; 1459 *better = betterby;
1512 return tmp; 1460 return tmp;
1513} 1461}
1514 1462
1515/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1516 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1465 * op = the shooter
1518 * type = bow->race 1466 * type = bow->race
1519 * dir = fire direction 1467 * dir = fire direction
1520 */ 1468 */
1521 1469
1470object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1523{ 1472{
1524 object *tmp = NULL; 1473 object *tmp = NULL;
1525 mapstruct *m; 1474 maptile *m;
1526 int i, mflags, found, number; 1475 int i, mflags, found, number;
1527 sint16 x, y; 1476 sint16 x, y;
1528 1477
1529 if (op->map == NULL) 1478 if (op->map == NULL)
1530 return find_arrow(op, type); 1479 return find_arrow (op, type);
1531 1480
1532 /* do a dex check */ 1481 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1484 return find_arrow (op, type);
1536 1485
1537 m = op->map; 1486 m = op->map;
1538 x = op->x; 1487 x = op->x;
1539 y = op->y; 1488 y = op->y;
1540 1489
1541 /* find the first target */ 1490 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1543 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1547 tmp = NULL; 1498 tmp = NULL;
1499 break;
1500 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption.
1505 */
1506 tmp = NULL;
1507 break;
1508 }
1509 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1548 break; 1518 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1519 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1520 }
1566 if (tmp == NULL) 1521 if (tmp == NULL)
1567 return find_arrow(op, type); 1522 return find_arrow (op, type);
1568 1523
1569 if (tmp->head) 1524 if (tmp->head)
1570 tmp = tmp->head; 1525 tmp = tmp->head;
1571 1526
1572 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1573} 1528}
1574 1529
1575/* 1530/*
1576 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1535 * dir is the direction of fire.
1581 * wc_mod is any special modifier to give (used in special player fire modes) 1536 * wc_mod is any special modifier to give (used in special player fire modes)
1582 * sx, sy are coordinates to fire arrow from - also used in some of the special 1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1583 * player fire modes. 1538 * player fire modes.
1584 */ 1539 */
1540int
1585int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 sint16 sx, sint16 sy)
1587{ 1542{
1588 object *left, *bow; 1543 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1544 int bowspeed, mflags;
1591 mapstruct *m; 1545 maptile *m;
1592 1546
1593 if (!dir) { 1547 if (!dir)
1548 {
1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0; 1550 return 0;
1596 } 1551 }
1552
1597 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1599 else { 1555 else
1556 {
1600 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1602 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1603 */ 1560 */
1604 if(bow->type==BOW) 1561 if (bow->type == BOW)
1605 break; 1562 break;
1606 1563
1607 if (!bow) { 1564 if (!bow)
1565 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1567 return 0;
1610 } 1568 }
1611 } 1569 }
1570
1612 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 return 0; 1574 return 0;
1615 } 1575 }
1616 1576
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1578
1619 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1622 if (bowspeed < 1) 1583 if (bowspeed < 1)
1623 bowspeed = 1; 1584 bowspeed = 1;
1624 1585
1625 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1627 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1593 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1595 return 0;
1634 } 1596 }
1635 } 1597 }
1598
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1600 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1601 return 0;
1639 } 1602
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604 {
1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1642 return 0; 1606 return 0;
1643 } 1607 }
1644 1608
1645 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1610 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1611 {
1648 free_object(arrow); 1612 arrow->destroy ();
1649 return 0; 1613 return 0;
1650 } 1614 }
1651 1615
1652 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1618 if (!arrow)
1619 {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0; 1621 return 0;
1658 } 1622 }
1659 set_owner(arrow, op); 1623
1624 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1626 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1627
1666 if (op->type == PLAYER) { 1628 if (op->type == PLAYER)
1629 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1631 op->update_stats ();
1669 } 1632 }
1670 1633
1671 SET_ANIMATION(arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1677 1640
1678 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1679 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1680 */ 1643 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1686 /* update the speed */ 1647 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) + 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1650
1692 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1696 1653
1697 if (op->type == PLAYER) { 1654 if (op->type == PLAYER)
1655 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1659
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1661 }
1662 else
1663 {
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1665 arrow->level = op->level;
1709 } 1666 }
1667
1710 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1670
1712 if (bow->slaying != NULL) 1671 if (bow->slaying)
1713 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1714 1673
1715 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1676
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count; 1678 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1679
1723 if (!was_destroyed(arrow, tag)) 1680 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1681 move_arrow (arrow);
1725 1682
1726 if (op->type == PLAYER) { 1683 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1684 {
1685 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1686 esrv_del_item (op->contr, left->count);
1729 else 1687 else
1730 esrv_send_item(op, left); 1688 esrv_send_item (op, left);
1731 } 1689 }
1690
1732 return 1; 1691 return 1;
1733} 1692}
1734 1693
1735/* Special fire code for players - this takes into 1694/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1695 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1696 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1697 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1698 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1699 * hence the function name.
1741 */ 1700 */
1701int
1742int player_fire_bow(object *op, int dir) 1702player_fire_bow (object *op, int dir)
1743{ 1703{
1744 int ret=0, wcmod=0; 1704 int ret = 0, wcmod = 0;
1745 1705
1746 if (op->contr->bowtype == bow_bestarrow) { 1706 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1707 {
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1749 dir, 0, op->x, op->y); 1709 }
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1713 wcmod = -1;
1714
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1716 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1717 else if (op->contr->bowtype == bow_threewide)
1718 {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1720 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1723 else if (op->contr->bowtype == bow_spreadshot)
1724 {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 1728
1764 } else { 1729 }
1730 else
1731 {
1765 /* Simple case */ 1732 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 } 1734 }
1768 return ret; 1735 return ret;
1769} 1736}
1770 1737
1771 1738
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1739/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1740 * Broken apart from 'fire' to keep it more readable.
1774 */ 1741 */
1742void
1775void fire_misc_object(object *op, int dir) 1743fire_misc_object (object *op, int dir)
1776{ 1744{
1777 object *item; 1745 object *item;
1778 1746
1779 if (!op->contr->ranges[range_misc]) { 1747 if (!op->contr->ranges[range_misc])
1748 {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1781 return; 1750 return;
1782 } 1751 }
1783 1752
1784 item = op->contr->ranges[range_misc]; 1753 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1754 if (!item->inv)
1755 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1756 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1757 return;
1788 } 1758 }
1789 if (item->type == WAND) { 1759 if (item->type == WAND)
1760 {
1790 if(item->stats.food<=0) { 1761 if (item->stats.food <= 0)
1762 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 1765 return;
1794 } 1766 }
1767 }
1795 } else if (item->type == ROD || item->type==HORN) { 1768 else if (item->type == ROD || item->type == HORN)
1769 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 1773 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1775 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 1777 return;
1805 } 1778 }
1806 } 1779 }
1807 1780
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1811 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1787 {
1812 object *tmp; 1788 object *tmp;
1789
1813 if (item->arch) { 1790 if (item->arch)
1791 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1816 item->speed = 0; 1794 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1795 }
1796
1819 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1799 }
1822 } 1800 }
1823 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1802 drain_rod_charge (item);
1825 }
1826 } 1803 }
1827} 1804}
1828 1805
1829/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1830 */ 1807 */
1808void
1831void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1832 int spellcost=0; 1811 int spellcost = 0;
1833 1812
1834 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1836 1816
1837 switch(op->contr->shoottype) { 1817 switch (op->contr->shoottype)
1818 {
1838 case range_none: 1819 case range_none:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object (op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1839 return; 1844 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 1845 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863 1846
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1875 default: 1852 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 1854 return;
1878 } 1855 }
1879} 1856}
1880
1881
1882 1857
1883/* find_key 1858/* find_key
1884 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1863 * pl is the player,
1889 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1892 */ 1867 */
1893 1868object *
1894object * find_key(object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1895{ 1870{
1896 object *tmp,*key; 1871 object *tmp, *key;
1897 1872
1898 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1874 if (!container->inv)
1875 return 0;
1900 1876
1901 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1880 if (door->type == DOOR && tmp->type == KEY)
1881 break;
1904 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1906 */ 1884 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1886 break;
1909 } 1887 }
1888
1910 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1892 * a key, return
1914 */ 1893 */
1915 if (!tmp) { 1894 if (!tmp)
1895 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1917 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1899 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1901 if ((key = find_key (pl, tmp, door)))
1902 return key;
1920 } 1903 }
1921 } 1904 }
1905
1906 if (!tmp)
1922 if (!tmp) return NULL; 1907 return NULL;
1923 } 1908 }
1909
1924 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it 1911 * see if we actually want to use it
1926 */ 1912 */
1927 if (pl!=container) { 1913 if (pl != container)
1914 {
1928 /* Only let players use keys in containers */ 1915 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1916 if (!pl->contr)
1917 return NULL;
1930 /* cases where this fails: 1918 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1919 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1920 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1921 * If the container is not active, return now since only active
1934 * containers can be used. 1922 * containers can be used.
1935 * If we only search keyrings and the container does not have 1923 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1924 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1925 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1926 * inv must have been an container and must have been active.
1939 * 1927 *
1940 * Change the color so that the message doesn't disappear with 1928 * Change the color so that the message doesn't disappear with
1941 * all the others. 1929 * all the others.
1942 */ 1930 */
1943 if (pl->contr->usekeys == key_inventory || 1931 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1932 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1934 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door", 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1937 return NULL;
1952 } 1938 }
1953 } 1939 }
1940
1954 return tmp; 1941 return tmp;
1955} 1942}
1956 1943
1957/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1946 * such that the caller should not do anything more,
1960 * 0 otherwise 1947 * 0 otherwise
1961 */ 1948 */
1949static int
1962static int player_attack_door(object *op, object *door) 1950player_attack_door (object *op, object *door)
1963{ 1951{
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* If its a door, try to find a use a key. If we do destroy the door,
1966 * might as well return immediately as there is nothing more to do - 1953 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
1968 */ 1955 */
1969 object *key=find_key(op, op, door); 1956 object *key = find_key (op, op, door);
1970 1957
1971 /* IF we found a key, do some extra work */ 1958 /* IF we found a key, do some extra work */
1972 if (key) { 1959 if (key)
1960 {
1973 object *container=key->env; 1961 object *container = key->env;
1974 1962
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
1965 make_visible (op);
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op);
1968
1978 if (door->type == DOOR) { 1969 if (door->type == DOOR)
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1972 {
1983 "You open the door with the %s", query_short_name(key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1984 remove_door2(door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1975 }
1976
1986 /* Do this after we print the message */ 1977 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
1989 if (container != op) 1980 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
1991 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
1984 }
1992 } else if (door->type==LOCKED_DOOR) { 1985 else if (door->type == LOCKED_DOOR)
1986 {
1993 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1989 return 1;
1996 } 1990 }
1991
1997 return 0; 1992 return 0;
1998} 1993}
1999 1994
2000/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2005 */ 2000 */
2006 2001void
2007void move_player_attack(object *op, int dir) 2002move_player_attack (object *op, int dir)
2008{ 2003{
2009 object *tmp, *mon; 2004 object *tmp, *mon;
2010 sint16 nx, ny; 2005 sint16 nx, ny;
2011 int on_battleground; 2006 int on_battleground;
2012 mapstruct *m; 2007 maptile *m;
2013 2008
2014 nx=freearr_x[dir]+op->x; 2009 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2010 ny = freearr_y[dir] + op->y;
2016 2011
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2018 2013
2019 /* If braced, or can't move to the square, and it is not out of the 2014 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2015 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2016 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2018 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2019 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2020 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2021 * move_ob uses.
2027 */ 2022 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 } 2026 {
2027 m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2033 else m =op->map; 2032 m = op->map;
2034 2033
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (!(tmp = m->at (nx, ny).bot))
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2037 return; 2097 return;
2038 }
2039 2098
2040 mon = NULL; 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2041 /* Go through all the objects, and find ones of interest. Only stop if 2100 (void) push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2101 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2102 make_visible (op);
2044 * on the space 2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't
2110 * attack them either.
2045 */ 2111 */
2046 while (tmp!=NULL) { 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2114#ifdef PROHIBIT_PLAYERKILL
2049 continue; 2115 (op->contr->peaceful
2116 || (mon->type == PLAYER
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground))
2123 {
2124 if (!op->contr->braced)
2125 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op);
2050 } 2128 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2129 else
2052 mon = tmp; 2130 new_draw_info (0, 0, op, "You withhold your attack");
2053 break; 2131
2132 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2140 {
2141 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op))
2143 make_visible (op);
2144 }
2145
2146 /* Any generic living creature. Including things like doors.
2147 * 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:
2149 * 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.
2151 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 {
2155
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2054 } 2166 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2167
2063 if(mon->head != NULL) 2168 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2169
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2170 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2171 * hitback, and doesn't loose luck either.
2068 2172 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2173 * the wiz.
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2174 */
2076 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2176 {
2117 if (!op->contr->braced) { 2177 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2178
2119 (void) push_ob(mon,dir,op); 2179 mon->contr->has_hit = 1;
2120 } else { 2180 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2181 mon->stats.luck = luck;
2122 } 2182 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2183
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op); 2184 if (action_makes_visible (op))
2132 } 2185 make_visible (op);
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2186 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2187 } /* if player should attack something */
2173} 2188}
2174 2189
2190int
2175int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2176 int pick; 2193 int pick;
2177 2194
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ;
2216 else if (op->contr->fire_on)
2217 fire (op, dir);
2218 else
2219 {
2220 move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237 return 0;
2219} 2238}
2220 2239
2221/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff. 2241 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands. 2243 * the new speed values for commands.
2225 * 2244 *
2226 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2227 */ 2246 */
2247int
2228int handle_newcs_player(object *op) 2248handle_newcs_player (object *op)
2229{ 2249{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2251 {
2247 flee_player(op); 2252 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 {
2250 op->speed_left--; 2256 op->speed_left--;
2251 return 0; 2257 return 0;
2252 } 2258 }
2253 } 2259 }
2254 2260
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2263 * called, so we recheck it here.
2270 */ 2264 */
2271 HandleClient(&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2266 return 1;
2273 2267
2268 if (op->speed_left > 0)
2269 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2275 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2273 op->speed_left--;
2277 2274
2278 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2281 */ 2278 */
2282 move_player(op, op->direction); 2279 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2280
2284 else return 0; 2281 return op->speed_left > 0;
2282 }
2285 } 2283 }
2284
2285 return 0;
2286}
2287
2288int
2289save_life (object *op)
2290{
2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2292 return 0;
2287}
2288 2293
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2299
2300 query_name(tmp));
2301 if (op->contr) 2300 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2302
2304 free_object(tmp); 2303 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2306 if(op->stats.hp<0) 2306 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2308 if(op->stats.food<0) 2309 if (op->stats.food < 0)
2309 op->stats.food = 999; 2310 op->stats.food = 999;
2310 fix_player(op); 2311
2312 op->update_stats ();
2311 return 1; 2313 return 1;
2312 } 2314 }
2315
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2319 return 0;
2317} 2320}
2318 2321
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2322/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2323 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2324 * function will descend into containers. op is the object to start the search
2322 * from. 2325 * from.
2323 */ 2326 */
2327void
2324void remove_unpaid_objects(object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2325{ 2329{
2326 object *next;
2327
2328 while (op) { 2330 while (op)
2331 {
2329 next=op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2333
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2335 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2338
2339 op->insert_at (env);
2339 } 2340 }
2341 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2341 op=next; 2344 op = next;
2342 } 2345 }
2343} 2346}
2344
2345 2347
2346/* 2348/*
2347 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2352 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2353 * but there isn't one in the server directory.
2352 */ 2354 */
2355char *
2353char *gravestone_text (object *op) 2356gravestone_text (object *op)
2354{ 2357{
2355 static char buf2[MAX_BUF]; 2358 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2359 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2360 time_t now = time (NULL);
2358 2361
2359 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2365 else
2363 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2369 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2372 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2376 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2377 if (op->type == PLAYER)
2378 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2381 strcat (buf2, buf);
2376 } 2382 }
2383
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2380 return buf2; 2388 return buf2;
2381} 2389}
2382 2390
2383 2391void
2384
2385void do_some_living(object *op) { 2392do_some_living (object *op)
2393{
2386 int last_food=op->stats.food; 2394 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2395 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2396 int over_hp, over_sp, over_grace;
2389 int i; 2397 int i;
2390 int rate_hp = 1200; 2398 int rate_hp = 1200;
2391 int rate_sp = 2500; 2399 int rate_sp = 2500;
2392 int rate_grace = 2000; 2400 int rate_grace = 2000;
2393 const int max_hp = 1; 2401 const int max_hp = 1;
2394 const int max_sp = 1; 2402 const int max_sp = 1;
2395 const int max_grace = 1; 2403 const int max_grace = 1;
2396 2404
2397 if (op->contr->outputs_sync) { 2405 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2406 {
2399 if (op->contr->outputs[i].buf!=NULL && 2407 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2408 /* the socket code flashes the player visible/invisible
2401 flush_output_element(op, &op->contr->outputs[i]); 2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2402 } 2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2403 2423
2404 if(op->contr->state==ST_PLAYING) { 2424 if (op->contr->ns->state == ST_PLAYING)
2405 2425 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2428 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2430 else
2431 {
2411 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2434 }
2435
2414 if(op->contr->gen_sp >= 0 ) 2436 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2438 else
2439 {
2417 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2442 }
2443
2420 if(op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2446 else
2447 {
2423 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2450 }
2426 2451
2427 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2456 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2457 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2458 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2459 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2451 } 2467 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2475 } else { 2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 }
2493
2494 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0)
2497 {
2498 if (op->stats.grace < op->stats.maxgrace / 2)
2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2501 if (max_grace > 1)
2502 {
2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0)
2505 {
2506 op->stats.sp += over_grace
2507 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace = 0;
2509 }
2510 else
2511 {
2512 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513 }
2514 }
2515 else
2516 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2518 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2519 /* wearing stuff doesn't detract from grace generation. */
2479 } 2520 }
2480 2521
2481 /* Regenerate Hit Points */ 2522 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2523 if (--op->last_heal < 0)
2524 {
2483 if(op->stats.hp<op->stats.maxhp) { 2525 if (op->stats.hp < op->stats.maxhp)
2526 {
2484 op->stats.hp++; 2527 op->stats.hp++;
2485 /* dms do not consume food */ 2528 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2529 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2530 {
2531 op->stats.food--;
2488 if(op->contr->digestion<0) 2532 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2535 op->stats.food = last_food;
2536 }
2537 }
2538
2539 if (max_hp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 }
2551 }
2552 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 }
2493 } 2556 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2557
2509 /* Digestion */ 2558 /* Digestion */
2510 if(--op->last_eat<0) { 2559 if (--op->last_eat < 0)
2560 {
2511#ifdef COZY_SERVER 2561#ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0, 2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2564#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2566#endif
2519 2567
2520 if(op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2570 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2524 /* dms do not consume food */ 2573 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2575 op->stats.food--;
2527 } 2576 }
2528 2577
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 {
2530 object *tmp, *flesh=NULL; 2580 object *tmp, *flesh = 0;
2531 2581
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2583 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2585 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2589 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2591 break;
2539 } 2592 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2593 else if (tmp->type == FLESH)
2594 flesh = tmp;
2541 } /* End if paid for object */ 2595 } /* End if paid for object */
2542 } /* end of for loop */ 2596 } /* end of for loop */
2597
2543 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2599 * eat flesh instead.
2545 */ 2600 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2604 manual_apply (op, flesh, 0);
2549 } 2605 }
2550 } /* end if player is starving */ 2606 }
2551 2607
2552 while(op->stats.food<0&&op->stats.hp>0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2554 2610
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2612 kill_player (op);
2613 }
2557} 2614}
2558
2559
2560 2615
2561/* If the player should die (lack of hp, food, etc), we call this. 2616/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2617 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2619 * file.
2565 */ 2620 */
2621void
2566void kill_player(object *op) 2622kill_player (object *op)
2567{ 2623{
2568 char buf[MAX_BUF]; 2624 char buf[MAX_BUF];
2569 int x,y,i; 2625 int x, y;
2626
2627 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2628 maptile *map; /* this is for resurrection */
2629
2571 int z; 2630 /* int z;
2572 int num_stats_lose; 2631 int num_stats_lose;
2573 int lost_a_stat; 2632 int lost_a_stat;
2574 int lose_this_stat; 2633 int lose_this_stat;
2575 int this_stat; 2634 int this_stat; */
2576 int will_kill_again; 2635 int will_kill_again;
2577 archetype *at; 2636 archetype *at;
2578 object *tmp; 2637 object *tmp;
2579 2638
2580 if(save_life(op)) 2639 if (save_life (op))
2581 return; 2640 return;
2582 2641
2583 2642
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused. 2644 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2645 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2646 */
2588 if (op_on_battleground(op, &x, &y)) { 2647 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2648 {
2590 "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2651
2593
2594 /* restore player */ 2652 /* restore player */
2595 at = find_archetype("poisoning"); 2653 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2655 {
2598 remove_ob(tmp); 2656 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2658 }
2659
2660 at = archetype::find ("confusion");
2661 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2662 {
2602 2663 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2665 }
2610 2666
2611 cure_disease(op,0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2669 if (op->stats.food <= 0)
2614 2670 op->stats.food = 999;
2671
2615 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2674 {
2619 sprintf(buf,"%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2676 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2680 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2681 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2684 }
2685
2632 /* teleport defeated player to new destination*/ 2686 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2688 op->contr->braced = 0;
2635 return; 2689 return;
2636 } 2690 }
2637 2691
2638 INVOKE_PLAYER (DEATH, op->contr); 2692 INVOKE_PLAYER (DEATH, op->contr);
2639 2693
2640 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2641 2695
2642 if(op->stats.food<0) { 2696 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2697 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2699 strcpy (op->contr->killer, "starvation");
2651 } 2700 }
2652 else { 2701 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2660 } 2703
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2705
2663 /* save the map location for corpse, gravestone*/ 2706 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2707 x = op->x;
2708 y = op->y;
2709 map = op->map;
2665 2710
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
2670 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
2671 */ 2714 */
2672 2715
2673 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2718 * of death.
2676 */ 2719 */
2677#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2721 if (settings.balanced_stat_loss)
2722 {
2679 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2725 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2728 little bit harder. */
2685 /* GD */ 2729 /* GD */
2686 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2731 num_stats_lose = 1;
2692 } 2732 else
2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
2736 num_stats_lose = 1;
2737
2693 lost_a_stat = 0; 2738 lost_a_stat = 0;
2694 2739
2695 for (z=0; z<num_stats_lose; z++) { 2740 for (z = 0; z < num_stats_lose; z++)
2741 {
2696 i = RANDOM() % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
2697 2743
2698 if (settings.stat_loss_on_death) { 2744 if (settings.stat_loss_on_death)
2745 {
2699 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2747 * what he lost.
2701 */ 2748 */
2702 change_attr_value(&(op->stats), i,-1); 2749 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2750 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2754 lost_a_stat = 1;
2708 } else { 2755 }
2756 else
2757 {
2709 /* deplete a stat */ 2758 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2759 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2712 2764 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2765 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2766 insert_ob_in_ob (dep, op);
2717 } 2767 }
2718 lose_this_stat = 1; 2768 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2720 /* GD */ 2771 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2772 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2773 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2774 if (this_stat < 0)
2775 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2777 int keep_chance = this_stat * this_stat;
2778
2726 /* Yes, I am paranoid. Sue me. */ 2779 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2780 if (keep_chance < 1)
2728 keep_chance = 1; 2781 keep_chance = 1;
2729 2782
2730 /* There is a maximum depletion total per level. */ 2783 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2785 {
2732 lose_this_stat = 0; 2786 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2788 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2789 }
2744 } 2790 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2791 {
2754 if (this_stat>=-50) { 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2797 }
2761 } 2798 }
2762 } 2799 }
2763 } 2800
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2766 { 2811 {
2767 /* determine_god() seems to not work sometimes... why is this? 2812 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2813 SET_FLAG (dep, FLAG_APPLIED);
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2815 op->update_stats ();
2773 " you.", god); 2816 lost_a_stat = 1;
2774 else 2817 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 2818 }
2819 }
2820 }
2821 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat)
2823 {
2824 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */
2826 const char *god = determine_god (op);
2827
2828 if (god && (strcmp (god, "none")))
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 }
2833#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2835#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2836
2782 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2838 * exp loss on the stone.
2784 */ 2839 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2841 sprintf (buf, "%s's gravestone", &op->name);
2842 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2843 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2844 tmp->name_pl = buf;
2789 "who was killed\n" 2845 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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2846 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2847 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2849
2797 /**************************************/ 2850 /**************************************/
2798 /* */ 2851 /* */
2799 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
2802 /* */ 2855 /* */
2803 /**************************************/ 2856 /**************************************/
2804 2857
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2858 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2859 /* restore player */
2807 at = find_archetype("poisoning"); 2860 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2862
2810 remove_ob(tmp); 2863 if (tmp)
2811 free_object(tmp); 2864 {
2865 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2867 }
2814 2868
2815 at = find_archetype("confusion"); 2869 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2870 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2871 if (tmp)
2818 remove_ob(tmp); 2872 {
2819 free_object(tmp); 2873 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2875 }
2876
2822 cure_disease(op,0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
2823 2878
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2880 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2881 if (op->stats.food < 100)
2882 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2886
2831 /* 2887 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2888 * Check to see if the player has any unpaid items. If so, remove them
2833 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
2834 * in the map. 2890 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2839 2892
2840 /****************************************/ 2893 /****************************************/
2841 /* */ 2894 /* */
2842 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2844 /* */ 2897 /* */
2845 /****************************************/ 2898 /****************************************/
2846 2899
2847 enter_player_savebed(op); 2900 enter_player_savebed (op);
2848 2901
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2902 op->contr->braced = 0;
2853 save_player(op,1);
2854 2903
2855 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2907 * on the space that might harm the player.
2859 */ 2908 */
2860 will_kill_again=0; 2909 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
2864 } 2913
2865 if (will_kill_again) { 2914 if (will_kill_again)
2915 {
2866 object *force; 2916 object *force;
2867 int at; 2917 int at;
2868 2918
2869 force=get_archetype(FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2921 force->speed = 0.1;
2872 force->speed_left=-5.0; 2922 force->speed_left = -5.0;
2873 SET_FLAG(force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2924 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2926 force->resist[at] = 100;
2927
2928 insert_ob_in_ob (force, op);
2929 op->update_stats ();
2930
2931 }
2932
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934}
2935
2936void
2937loot_object (object *op)
2938{ /* Grab and destroy some treasure */
2939 object *tmp, *tmp2, *next;
2940
2941 op->close_container (); /* close open sack first */
2942
2943 for (tmp = op->inv; tmp; tmp = next)
2944 {
2945 next = tmp->below;
2946
2947 if (tmp->invisible)
2948 continue;
2949
2950 tmp->remove ();
2951 tmp->x = op->x, tmp->y = op->y;
2952
2953 if (tmp->type == CONTAINER)
2954 loot_object (tmp); /* empty container to ground */
2955
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 {
2958 if (tmp->nrof > 1)
2959 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2963 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2964 else
2936 delete_character(op->name,1); 2965 tmp->destroy ();
2937 } 2966 }
2938 } 2967 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2969 }
2980} 2970}
2981 2971
2982/* 2972/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 2975 * was changed.
2986 */ 2976 */
2987 2977void
2988void fix_weight(void) { 2978fix_weight (void)
2989 player *pl; 2979{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2980 for_all_players (pl)
2981 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2983
2992 if(old == sum) 2984 if (old == sum)
2993 continue; 2985 continue;
2994 fix_player(pl->ob); 2986 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2988 }
2998} 2989}
2999 2990
2991void
3000void fix_luck(void) { 2992fix_luck (void)
3001 player *pl; 2993{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2994 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2996 pl->ob->change_luck (0);
3005} 2997}
3006
3007 2998
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3011 */ 3002 */
3012
3013void 3003void
3014cast_dust (object * op, object * throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3015{ 3005{
3016 object *skop, *spob; 3006 object *skop, *spob;
3017 3007
3018 skop = find_skill_by_name (op, throw_ob->skill); 3008 skop = find_skill_by_name (op, throw_ob->skill);
3019 3009
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3010 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3011 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3012 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3013 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3014 return;
3026 } 3015 }
3027 3016
3028 spob = throw_ob->inv; 3017 spob = throw_ob->inv;
3029 3018
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3019 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but 3020 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3021 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3022 if (!spob)
3034 { 3023 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3024 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 &throw_ob->name, &op->name);
3037 return; 3025 return;
3038 } 3026 }
3039 3027
3040 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3030
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3032
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3033 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3034}
3049 3035
3036void
3050void make_visible (object *op) { 3037make_visible (object *op)
3038{
3051 op->hide = 0; 3039 op->hide = 0;
3052 op->invisible = 0; 3040 op->invisible = 0;
3053 if(op->type==PLAYER) { 3041 if (op->type == PLAYER)
3042 {
3054 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3056 } 3045 }
3046
3057 update_object(op,UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3058} 3048}
3059 3049
3050int
3060int is_true_undead(object *op) { 3051is_true_undead (object *op)
3061 object *tmp=NULL; 3052{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3054 return 1;
3064 3055
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3056 return 0;
3070} 3057}
3071 3058
3072/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3061 * indicate greater hideability.
3075 */ 3062 */
3076 3063
3064int
3077int hideability(object *ob) { 3065hideability (object *ob)
3066{
3078 int i,level=0, mflag; 3067 int i, level = 0, mflag;
3079 sint16 x,y; 3068 sint16 x, y;
3080 3069
3081 if(!ob||!ob->map) return 0; 3070 if (!ob || !ob->map)
3071 return 0;
3082 3072
3083 /* so, on normal lighted maps, its hard to hide */ 3073 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3074 level = ob->map->darkness - 2;
3085 3075
3086 /* this also picks up whether the object is glowing. 3076 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3077 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3078 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3079 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness));
3090 3081
3091 /* scan through all nearby squares for terrain to hide in */ 3082 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3086 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue;
3089 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3091 level += 2;
3097 else /* open terrain! */ 3092 else /* open terrain! */
3098 level -= 1; 3093 level -= 1;
3099 } 3094 }
3100 3095
3101#if 0 3096#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3097 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3098#endif
3104 return level; 3099 return level;
3105} 3100}
3106 3101
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3102/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3103 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3104 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3105 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3106 */
3112 3107
3108void
3113void do_hidden_move (object *op) { 3109do_hidden_move (object *op)
3110{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3112 object *skop;
3116 3113
3117 if(!op || !op->map) return; 3114 if (!op || !op->map)
3115 return;
3118 3116
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3118
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3120 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3121 if (!skop || num >= skop->level)
3122 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3124 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3125 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3126 }
3127 else
3128 num += 20;
3129
3130 num += op->map->difficulty;
3131 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide;
3133
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 {
3136 make_visible (op);
3137 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 }
3137 else if (op->type == PLAYER && skop) { 3140 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3142}
3141 3143
3142/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3143 3145
3146int
3144int stand_near_hostile( object *who ) { 3147stand_near_hostile (object *who)
3148{
3145 object *tmp=NULL; 3149 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3150 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3151 maptile *m;
3148 sint16 x,y; 3152 sint16 x, y;
3149 3153
3150 if(!who) return 0; 3154 if (!who)
3155 return 0;
3151 3156
3152 if(who->type==PLAYER) player=1; 3157 if (who->type == PLAYER)
3158 player = 1;
3159
3160 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3161 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3162
3155 /* search adjacent squares */ 3163 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3164 for (i = 1; i < 9; i++)
3165 {
3157 x = who->x+freearr_x[i]; 3166 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3167 y = who->y + freearr_y[i];
3159 m = who->map; 3168 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3169 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3170 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3171 * blocked, don't need to check this space.
3163 */ 3172 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3173 if (mflags & P_OUT_OF_MAP)
3174 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3176 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3177
3168 if((player||friendly) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3179 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3181 return 1;
3182 else if (tmp->type == PLAYER)
3183 {
3184 /*don't let a hidden DM prevent you from hiding */
3185 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3186 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3187 }
3177 } 3188 }
3178 } 3189 }
3179 return 0; 3190 return 0;
3180} 3191}
3181 3192
3182/* check the player los field for viewability of the 3193/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3194 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3195 * but we dont worry if the object isnt the top one in
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 3202 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3203 * -b.t.
3193 * This function is now map tiling safe. 3204 * This function is now map tiling safe.
3194 */ 3205 */
3195 3206
3207int
3196int player_can_view (object *pl,object *op) { 3208player_can_view (object *pl, object *op)
3209{
3197 rv_vector rv; 3210 rv_vector rv;
3198 int dx,dy; 3211 int dx, dy;
3199 3212
3200 if(pl->type!=PLAYER) { 3213 if (pl->type != PLAYER)
3214 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3216 return -1;
3203 } 3217 }
3204 if (!pl || !op) return 0;
3205 3218
3206 if(op->head) { op = op->head; } 3219 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 3220 return 0;
3221
3222 op = op->head_ ();
3223
3224 get_rangevector (pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while (op)
3233 {
3234 dx = rv.distance_x + op->arch->clone.x;
3235 dy = rv.distance_y + op->arch->clone.y;
3236
3237 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values.
3240 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1;
3245 op = op->more;
3246 }
3247 return 0;
3230} 3248}
3231 3249
3232/* routine for both players and monsters. We call this when 3250/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3251 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3252 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3253 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3254 * return 0.
3237 */ 3255 */
3256int
3238int action_makes_visible (object *op) { 3257action_makes_visible (object *op)
3258{
3239 3259
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3263 return 0;
3243 3264
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3265 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0;
3245 3267
3246 /* If monsters, they should become visible */ 3268 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3270 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3272 return 1;
3250 } 3273 }
3251 } 3274 }
3252 return 0; 3275 return 0;
3253} 3276}
3254 3277
3255/* op_on_battleground - checks if the given object op (usually 3278/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3279 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3280 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3281 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3282 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3283 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3284 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3285 */
3286int
3263int op_on_battleground (object *op, int *x, int *y) { 3287op_on_battleground (object *op, int *x, int *y)
3288{
3264 object *tmp; 3289 object *tmp;
3265 3290
3266 /* A battleground-tile needs the following attributes to be valid: 3291 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3292 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3294 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3295 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3296 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3298 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3303 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3304 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 {
3279 object *invtmp; 3307 object *invtmp;
3308
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3310 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3312 {
3283 if (x != NULL && y != NULL) 3313 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3315 return 1;
3316 }
3286 } 3317 }
3287 } 3318 }
3288 }
3289 if (x != NULL && y != NULL) 3319 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3321 return 1;
3322 }
3292 } 3323 }
3293 }
3294 } 3324 }
3295 /* If we got here, did not find a battleground */ 3325 /* If we got here, did not find a battleground */
3296 return 0; 3326 return 0;
3297} 3327}
3298 3328
3299/* 3329/*
3303 * attributes: 3333 * attributes:
3304 * object *who the dragon player 3334 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3335 * int atnr the attack-number of the ability focus
3306 * int level ability level 3336 * int level ability level
3307 */ 3337 */
3338void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3339dragon_ability_gain (object *who, int atnr, int level)
3340{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3341 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3342 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3343 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3344 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3346 int i = 0, j = 0;
3315 3347
3316 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3325 3357
3326 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3359 return;
3360
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3362
3363 if (!tr || !tr->item)
3364 {
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return;
3367 }
3368
3369 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone);
3371
3372 if (item->type == SPELL)
3373 {
3374 if (check_spell_known (who, item->name))
3327 return; 3375 return;
3328 3376
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3377 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3378 do_learn_spell (who, item, 0);
3331 3379 return;
3332 if (tr == NULL || tr->item == NULL) { 3380 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3381
3382 /* grant direct spell */
3383 if (item->type == SPELLBOOK)
3384 {
3385 if (!item->inv)
3386 {
3387 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3388 return;
3389 }
3390 if (check_spell_known (who, item->inv->name))
3334 return; 3391 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3392 if (item->invisible)
3393 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3394 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 do_learn_spell (who, item->inv, 0); 3395 do_learn_spell (who, item->inv, 0);
3360 return; 3396 return;
3361 } 3397 }
3362 } 3398 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3399 else if (item->type == SKILL_TOOL && item->invisible)
3400 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3401 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3402 {
3365 3403
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3404 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3405 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3406 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3407 * but not all of them, he gets nothing.
3370 */ 3408 */
3371 if (!(skop->attacktype & item->attacktype)) { 3409 if (!(skop->attacktype & item->attacktype))
3410 {
3372 /* Give new attacktype */ 3411 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3412 skop->attacktype |= item->attacktype;
3374 3413
3375 /* always add physical if there's none */ 3414 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3415 skop->attacktype |= AT_PHYSICAL;
3377 3416
3378 if (item->msg != NULL) 3417 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3418 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3419
3381 /* Give player new face */ 3420 /* Give player new face */
3382 if (item->animation_id) { 3421 if (item->animation_id)
3422 {
3383 who->face = skop->face; 3423 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3424 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3425 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3426 who->last_anim = 0;
3387 who->state = 0; 3427 who->state = 0;
3388 animate_object(who, who->direction); 3428 animate_object (who, who->direction);
3389 } 3429 }
3390 } 3430 }
3391 } 3431 }
3392 } 3432 }
3393 else if (item->type == FORCE) { 3433 else if (item->type == FORCE)
3434 {
3394 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3436 object *skin;
3437
3396 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3441 ;
3400 3442
3443 if (!skin)
3444 return;
3445
3401 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3448 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3449 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3450
3405 /* print message */ 3451 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3452 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3453 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3454 {
3408 if(item->path_attuned & (1<<i)) { 3455 if (item->path_attuned & (1 << i))
3456 {
3409 if (j) 3457 if (j)
3410 strcat(buf," and "); 3458 strcat (buf, " and ");
3411 else 3459 else
3412 j = 1; 3460 j = 1;
3413 strcat(buf, spellpathnames[i]); 3461 strcat (buf, spellpathnames[i]);
3414 } 3462 }
3415 } 3463 }
3416 strcat(buf,"."); 3464 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3466 }
3419 3467
3420 /* evtl. adding flags: */ 3468 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3469 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3470 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3471 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3472 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3473 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3474 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3475
3428 /* print message if there is one */ 3476 /* print message if there is one */
3429 if (item->msg != NULL) 3477 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3478 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else
3431 } 3481 {
3432 else {
3433 /* generate misc. treasure */ 3482 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3483 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3436 tmp = insert_ob_in_ob (tmp, who); 3485 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3487 esrv_send_item (who, tmp);
3439 } 3488 }
3440} 3489}
3441 3490
3442/** 3491/**
3443 * Unready an object for a player. This function does nothing if the object was 3492 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3493 * not readied.
3445 */ 3494 */
3495void
3446void player_unready_range_ob(player *pl, object *ob) { 3496player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3497{
3448
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3450 if (pl->ranges[i] == ob) { 3499 if (pl->ranges[i] == ob)
3500 {
3451 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3452 if (pl->shoottype == i) { 3502 if (pl->shoottype == i)
3453 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3454 }
3455 } 3504 }
3456 }
3457} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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