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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 202
206 if (!p) { 203 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 204 ob->map = 0;
208 if(p==NULL) 205 party = 0;
209 fatal(OUT_OF_MEMORY);
210 206
211 /* This adds the player in the linked list. There is extra 207 // for weird reasons, this is often "ob", keeping a circular reference
212 * complexity here because we want to add the new player at the 208 ranges [range_skill] = 0;
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 209
225 p->next = NULL; 210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
226 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
227 250
228 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
229 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 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=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 326
243#ifdef AUTOSAVE 327 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 328
245#endif 329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
246 347 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 348 ob->destroy_inv (false);
349 ob->destroy ();
248 350 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 351}
300 352
301 353player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 354{
305 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
306 op->x = -1; 356 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 357}
310 358
311/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
313 * mode. 361 * mode.
314 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
315 367
316int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 369
319 p=get_player(NULL); 370 pl->ob->roll_stats ();
320 p->socket = *ns; 371 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 373
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 374 set_first_map (pl->ob);
331 375
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 376 return pl;
339} 377}
340 378
341/* 379/*
342 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
345 */ 383 */
384archetype *
346archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
347{ 386{
348 archetype *start = at; 387 archetype *start = at;
388
349 for (;;) { 389 for (;;)
390 {
350 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
351 at=first_archetype; 392 at = first_archetype;
352 else 393 else
353 at=at->next; 394 at = at->next;
395
354 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
355 return at; 397 return at;
398
356 if (at == start) { 399 if (at == start)
400 {
357 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 402 exit (-1);
359 } 403 }
360 } 404 }
361} 405}
362 406
363 407object *
364object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
365 object *op = NULL; 410 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 411 objectlink *ol;
368 unsigned lastdist; 412 unsigned lastdist;
369 rv_vector rv; 413 rv_vector rv;
370 414
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
372 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
376 */ 421 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
378 object *tmp=ol->ob; 424 object *tmp = ol->ob;
379 425
380 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 427 * itself will have been cleared.
382 */ 428 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
384 ol = ol->next; 431 ol = ol->next;
385 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
386 if (!ol) return op; 434 return op;
387 } 435 }
388 436
389 /* Remove special check for player from this. First, it looks to cause 437 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
395 */ 443 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 445 continue;
398 446
399 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
400 op=ol->ob; 449 op = ol->ob;
401 lastdist=rv.distance; 450 lastdist = rv.distance;
402 } 451 }
403 } 452 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 457 {
412 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
413#if 0 462#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 464#endif
416 return op; 465 return op;
417} 466}
418 467
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 469 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 486 * is probably not a good thing.
438 */ 487 */
439#define MAX_SPACES 50 488#define MAX_SPACES 50
440
441 489
442/* 490/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 509 * is blocking itself.
462 */ 510 */
511int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
464 rv_vector rv; 514 rv_vector rv;
465 sint16 x,y; 515 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
468 518
469 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
470 520
471 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
472 523
473 x=mon->x; 524 x = mon->x;
474 y=mon->y; 525 y = mon->y;
475 m=mon->map; 526 m = mon->map;
476 dir = rv.direction; 527 dir = rv.direction;
477 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 */
478 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
479 /* 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. */
480 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
481 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
482 lastx = x; 537 lastx = x;
483 lasty = y; 538 lasty = y;
484 lastmap = m; 539 lastmap = m;
485 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
487 542
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 545
491 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
492 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))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
494 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
496 */ 552 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
499 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 557 * the values so it will try again.
501 */ 558 */
502 x = lastx; 559 x = lastx;
503 y = lasty; 560 y = lasty;
504 m = lastmap; 561 m = lastmap;
505 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
506 } else { 564 else
565 {
507 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
508 * either the left or right. 567 * either the left or right.
509 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 572 * stepping back and forth
514 */ 573 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 579 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
523 * 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
524 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 586 * the last direction the creature has successfully
526 * moved. 587 * moved.
527 */ 588 */
528 589
529 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 592 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
537 601
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
539 } 604 }
540 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
542 */ 607 */
543 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 609 return 0;
545 diff--; 610 diff--;
546 lastdir=dir; 611 lastdir = dir;
547 max--; 612 max--;
548 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
549 } /* else check alternate directions */ 615 } /* else check alternate directions */
550 } /* if blocked */ 616 } /* if blocked */
551 else { 617 else
618 {
552 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
553 diff--; 620 diff--;
554 max--; 621 max--;
555 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
556 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
557 } 628 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 630 * headed toward player for entire distance.
561 */ 631 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 634 }
565 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
566 } 638 }
639
567 /* 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 */
568 if (!max) return 0; 641 if (!max)
642 return 0;
569 643
570 return firstdir; 644 return firstdir;
571} 645}
572 646
647void
573void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
574 object *op,*next=NULL; 650 object *op, *next = NULL;
575 651
576 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 654
579 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
580 next = op->below; 657 next = op->below;
581 658
582 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
583 * 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
584 */ 661 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
587 664
588 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 666 * by this player due to race restrictions
590 */ 667 */
591 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 675 {
602 } 676 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 677 continue;
622 } 678 }
623 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)
624 } 688 {
689 object *tmp;
625 690
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
626 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 709 }
629 710
630 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
631 * 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
632 * merged properly. 713 * merged properly.
633 */ 714 */
634 if (need_identify(op)) { 715 if (need_identify (op))
716 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
638 } 722 {
639 if(op->type==SPELL) { 723 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
643 } 727 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 729 op->stats.exp = 0;
647 op->level = 1; 730 op->level = 1;
648 } 731 }
649 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
652 736
653 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
654 link_player_skills(pl); 738 link_player_skills (pl);
655} 739}
656 740
657void get_name(object *op) { 741void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
734 if (party == NULL) { 744 if (party == NULL)
745 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 747 return;
737 } 748 }
749
738 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 754}
743
744 755
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
746int roll_stat(void) { 758roll_stat (void)
759{
747 int a[4],i,j,k; 760 int a[4], i, j, k;
748 761
749 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
751 764
752 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 766 if (a[i] < k)
754 k=a[i],j=i; 767 k = a[i], j = i;
755 768
756 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 770 if (i != j)
758 k+=a[i]; 771 k += a[i];
759 } 772
760 return k; 773 return k;
761} 774}
762 775
763void roll_stats(object *op) { 776void
764 int sum=0; 777object::roll_stats ()
765 int i = 0, j = 0; 778{
766 int statsort[7]; 779 int statsort [7];
767 780
781 for (;;)
768 do { 782 {
769 op->stats.Str=roll_stat(); 783 int sum = 0;
770 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
781 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 793
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
809 801
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 802 stats.exp = 0;
821 op->stats.ac=0; 803 stats.ac = 0;
822 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
823 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
826 814
827 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
828 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
831 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
832} 854}
833 855
834void Roll_Again(object *op) 856static void
857start_info (object *op)
835{ 858{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
844 860
845 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 865}
953 866
954/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
958 * not the class. 871 * not the class.
959 */ 872 */
960 873void
961int key_change_class(object *op, char key) 874player::chargen_race_done ()
962{ 875{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
977 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
979 885
980 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
981 887
982 if (op->msg) { 888 if (ob->msg)
983 free_string(op->msg); 889 ob->msg = 0;
984 op->msg=NULL;
985 }
986 890
987 /* 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
988 * to save here. 892 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 893 */
1029 894 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052 }
1053 update_object(op,UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op);
1055 fix_player(op);
1056 op->stats.hp=op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp;
1058 op->stats.grace=0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063}
1064
1065int key_confirm_quit(object *op, char key)
1066{
1067 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1099 next = mp->next; 898 }
1100 if (!strncmp(mp->path, buf, strlen(buf))) 899
1101 delete_map(mp); 900 start_info (ob);
1102 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1103 902 give_initial_items (ob, ob->randomitems);
1104 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)
1105 } 911 {
1106 play_again(op); 912 object *tmp;
1107 return 1; 913 char mapname[MAX_BUF];
1108}
1109 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
1110void flee_player(object *op) { 966flee_player (object *op)
967{
1111 int dir,diff; 968 int dir, diff;
1112 rv_vector rv; 969 rv_vector rv;
1113 970
1114 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1116 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)))
1117 return; 1011 return;
1118 } 1012 }
1119 1013
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1016 op->enemy = NULL;
1154} 1017}
1155 1018
1156 1019
1157/* 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.
1158 * 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
1159 * stop. 1022 * stop.
1160 */ 1023 */
1024int
1161int check_pick(object *op) { 1025check_pick (object *op)
1026{
1162 object *tmp, *next; 1027 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1028 int stop = 0;
1165 int j, k, wvratio; 1029 int wvratio;
1166 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1167
1168 1031
1169 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1171 return 1; 1034 return 1;
1172 1035
1173 op_tag = op->count;
1174
1175 next = op->below; 1036 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1037
1179 /* 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
1180 * destroyed */ 1039 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1182 { 1041 {
1183 tmp = next; 1042 tmp = next;
1184 next = tmp->below; 1043 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1044
1188 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1189 return 0; 1046 return 0;
1190 1047
1191 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1192 continue; 1049 continue;
1193 1050
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1052 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1054 pick_up (op, tmp);
1198 continue; 1055 continue;
1199 } 1056 }
1200 1057
1201 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1203 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1204 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1205 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1206 return 1; 1067 return 1;
1068 case 2:
1207 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1208 return 0; 1070 return 0;
1071 case 3:
1209 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1210 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1211 break; 1075 break;
1076 case 5:
1212 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1213 stop = 1; 1078 stop = 1;
1214 break; 1079 break;
1215 case 6: 1080 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1082 pick_up (op, tmp);
1219 break; 1083 break;
1220 1084
1221 case 7: 1085 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1087 pick_up (op, tmp);
1224 break; 1088 break;
1225 1089
1226 default: 1090 default:
1227 /* use value density */ 1091 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1094 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1095 }
1260 } 1096 }
1261 } 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
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1263 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);
1264#if 0 1349#if 0
1265 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1267 { 1352 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1354 }
1270 { 1355 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1272 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1359#endif
1277 } 1360 continue;
1278 /* philosophy: 1361 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1362 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1364 }
1438 } /* the new pickup model */ 1365
1439 }
1440 return ! stop; 1366 return !stop;
1441} 1367}
1442 1368
1443/* 1369/*
1444 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1372 * found object is returned.
1447 */ 1373 */
1374object *
1448object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1449{ 1376{
1450 object *tmp = NULL; 1377 object *tmp = 0;
1451 1378
1452 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1457 return op; 1383 return op;
1384
1458 return tmp; 1385 return tmp;
1459} 1386}
1460 1387
1461/* 1388/*
1462 * 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
1463 * 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
1464 * 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
1465 * 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.
1466 */ 1393 */
1467 1394object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1396{
1470 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1472 1399
1473 if (!type) 1400 if (!type)
1474 return NULL; 1401 return NULL;
1475 1402
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1479 i = 0; 1407 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1409 if (i > betterby)
1410 {
1482 tmp = ntmp; 1411 tmp = ntmp;
1483 betterby = i; 1412 betterby = i;
1484 } 1413 }
1414 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1486 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1419 {
1489 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1490 *better = 100; 1422 *better = 100;
1491 return arrow; 1423 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1424 }
1496 } else { 1425 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1426 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1427 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1429 }
1513 } 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 }
1514 } 1453 }
1454 }
1515 } 1455 }
1516 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1457 return find_arrow (op, type);
1518 1458
1519 *better = betterby; 1459 *better = betterby;
1520 return tmp; 1460 return tmp;
1521} 1461}
1522 1462
1523/* 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
1524 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1465 * op = the shooter
1526 * type = bow->race 1466 * type = bow->race
1527 * dir = fire direction 1467 * dir = fire direction
1528 */ 1468 */
1529 1469
1470object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1531{ 1472{
1532 object *tmp = NULL; 1473 object *tmp = NULL;
1533 mapstruct *m; 1474 maptile *m;
1534 int i, mflags, found, number; 1475 int i, mflags, found, number;
1535 sint16 x, y; 1476 sint16 x, y;
1536 1477
1537 if (op->map == NULL) 1478 if (op->map == NULL)
1538 return find_arrow(op, type); 1479 return find_arrow (op, type);
1539 1480
1540 /* do a dex check */ 1481 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 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)))
1543 return find_arrow(op, type); 1484 return find_arrow (op, type);
1544 1485
1545 m = op->map; 1486 m = op->map;
1546 x = op->x; 1487 x = op->x;
1547 y = op->y; 1488 y = op->y;
1548 1489
1549 /* find the first target */ 1490 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1551 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1555 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)
1556 break; 1518 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1519 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1520 }
1574 if (tmp == NULL) 1521 if (tmp == NULL)
1575 return find_arrow(op, type); 1522 return find_arrow (op, type);
1576 1523
1577 if (tmp->head) 1524 if (tmp->head)
1578 tmp = tmp->head; 1525 tmp = tmp->head;
1579 1526
1580 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1581} 1528}
1582 1529
1583/* 1530/*
1584 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1535 * dir is the direction of fire.
1589 * 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)
1590 * 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
1591 * player fire modes. 1538 * player fire modes.
1592 */ 1539 */
1540int
1593int 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)
1594 sint16 sx, sint16 sy)
1595{ 1542{
1596 object *left, *bow; 1543 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags; 1544 int bowspeed, mflags;
1599 mapstruct *m; 1545 maptile *m;
1600 1546
1601 if (!dir) { 1547 if (!dir)
1548 {
1602 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!");
1603 return 0; 1550 return 0;
1604 } 1551 }
1552
1605 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1607 else { 1555 else
1556 {
1608 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1609 /* 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
1610 * 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.
1611 */ 1560 */
1612 if(bow->type==BOW) 1561 if (bow->type == BOW)
1613 break; 1562 break;
1614 1563
1615 if (!bow) { 1564 if (!bow)
1565 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1567 return 0;
1618 } 1568 }
1619 } 1569 }
1570
1620 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1621 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);
1622 return 0; 1574 return 0;
1623 } 1575 }
1624 1576
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626 1578
1627 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1630 if (bowspeed < 1) 1583 if (bowspeed < 1)
1631 bowspeed = 1; 1584 bowspeed = 1;
1632 1585
1633 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1635 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* 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 */
1639 else 1593 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1641 return 0; 1596 return 0;
1642 } 1597 }
1643 } 1598 }
1599
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1602 return 0;
1647 } 1603
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1607 return 0;
1651 } 1608 }
1652 1609
1653 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1612 {
1656 free_object(arrow); 1613 arrow->destroy ();
1657 return 0; 1614 return 0;
1658 } 1615 }
1659 1616
1660 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1622 return 0;
1667 } 1623 }
1668 set_owner(arrow, op); 1624
1669 if (arrow->skill) free_string(arrow->skill); 1625 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1626 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1627 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1628
1676 if (op->type == PLAYER) { 1629 if (op->type == PLAYER)
1630 {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 fix_player(op); 1632 op->update_stats ();
1679 } 1633 }
1680 1634
1681 SET_ANIMATION(arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1685 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1687 1643
1688 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1645
1696 /* update the speed */ 1646 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1698 0 : dam_bonus[op->stats.Str]) + 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701 1649
1702 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1706 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1707 if (op->type == PLAYER) { 1655 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 {
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1662 }
1663 else
1664 {
1718 arrow->level = op->level; 1665 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic;
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1719 } 1670 }
1720 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 arrow->stats.wc -= arrow->level;
1673
1721 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL)
1723 arrow->slaying = add_string(bow->slaying);
1724 1675
1725 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1678
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1681
1733 if (!was_destroyed(arrow, tag)) 1682 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1683 move_arrow (arrow);
1735 1684
1736 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1686 {
1687 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1739 else 1689 else
1740 esrv_send_item(op, left); 1690 esrv_send_item (op, left);
1741 } 1691 }
1692
1742 return 1; 1693 return 1;
1743} 1694}
1744 1695
1745/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1697 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1698 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1699 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1700 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1701 * hence the function name.
1751 */ 1702 */
1703int
1752int player_fire_bow(object *op, int dir) 1704player_fire_bow (object *op, int dir)
1753{ 1705{
1754 int ret=0, wcmod=0; 1706 int ret = 0, wcmod = 0;
1755 1707
1756 if (op->contr->bowtype == bow_bestarrow) { 1708 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1709 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 1711 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1715 wcmod = -1;
1716
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1718 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1719 else if (op->contr->bowtype == bow_threewide)
1720 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1725 else if (op->contr->bowtype == bow_spreadshot)
1726 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1730
1774 } else { 1731 }
1732 else
1733 {
1775 /* Simple case */ 1734 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 1736 }
1778 return ret; 1737 return ret;
1779} 1738}
1780 1739
1781 1740
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1784 */ 1743 */
1744void
1785void fire_misc_object(object *op, int dir) 1745fire_misc_object (object *op, int dir)
1786{ 1746{
1787 object *item; 1747 object *item;
1788 1748
1789 if (!op->contr->ranges[range_misc]) { 1749 if (!op->contr->ranges[range_misc])
1750 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1752 return;
1792 } 1753 }
1793 1754
1794 item = op->contr->ranges[range_misc]; 1755 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1756 if (!item->inv)
1757 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1758 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1759 return;
1798 } 1760 }
1799 if (item->type == WAND) { 1761 if (item->type == WAND)
1762 {
1800 if(item->stats.food<=0) { 1763 if (item->stats.food <= 0)
1764 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1803 return; 1767 return;
1804 } 1768 }
1769 }
1805 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1771 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1808 if (item->type== ROD) 1775 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1777 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return; 1779 return;
1815 } 1780 }
1816 } 1781 }
1817 1782
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1821 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1789 {
1822 object *tmp; 1790 object *tmp;
1791
1823 if (item->arch) { 1792 if (item->arch)
1793 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1826 item->speed = 0; 1796 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1797 }
1798
1829 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1801 }
1832 } 1802 }
1833 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1804 drain_rod_charge (item);
1835 }
1836 } 1805 }
1837} 1806}
1838 1807
1839/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1840 */ 1809 */
1810void
1841void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1842 int spellcost=0; 1813 int spellcost = 0;
1843 1814
1844 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1846 1818
1847 switch(op->contr->shoottype) { 1819 switch (op->contr->shoottype)
1820 {
1848 case range_none: 1821 case range_none:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir);
1826 return;
1827
1828 case range_magic: /* Casting spells */
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1830 return;
1831
1832 case range_misc:
1833 fire_misc_object (op, dir);
1834 return;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1849 return; 1846 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 } 1847 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873 1848
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return; 1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1885 default: 1854 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 1856 return;
1888 } 1857 }
1889} 1858}
1890
1891
1892 1859
1893/* find_key 1860/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1865 * pl is the player,
1899 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1902 */ 1869 */
1903 1870object *
1904object * find_key(object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1905{ 1872{
1906 object *tmp,*key; 1873 object *tmp, *key;
1907 1874
1908 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1876 if (!container->inv)
1877 return 0;
1910 1878
1911 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1882 if (door->type == DOOR && tmp->type == KEY)
1883 break;
1914 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1916 */ 1886 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1888 break;
1919 } 1889 }
1890
1920 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1894 * a key, return
1924 */ 1895 */
1925 if (!tmp) { 1896 if (!tmp)
1897 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1927 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1901 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1903 if ((key = find_key (pl, tmp, door)))
1904 return key;
1930 } 1905 }
1931 } 1906 }
1907
1908 if (!tmp)
1932 if (!tmp) return NULL; 1909 return NULL;
1933 } 1910 }
1911
1934 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 1913 * see if we actually want to use it
1936 */ 1914 */
1937 if (pl!=container) { 1915 if (pl != container)
1916 {
1938 /* Only let players use keys in containers */ 1917 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1918 if (!pl->contr)
1919 return NULL;
1940 /* cases where this fails: 1920 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1921 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1922 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1923 * If the container is not active, return now since only active
1944 * containers can be used. 1924 * containers can be used.
1945 * If we only search keyrings and the container does not have 1925 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1926 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1927 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1928 * inv must have been an container and must have been active.
1949 * 1929 *
1950 * Change the color so that the message doesn't disappear with 1930 * Change the color so that the message doesn't disappear with
1951 * all the others. 1931 * all the others.
1952 */ 1932 */
1953 if (pl->contr->usekeys == key_inventory || 1933 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1934 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1936 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 1939 return NULL;
1962 } 1940 }
1963 } 1941 }
1942
1964 return tmp; 1943 return tmp;
1965} 1944}
1966 1945
1967/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1948 * such that the caller should not do anything more,
1970 * 0 otherwise 1949 * 0 otherwise
1971 */ 1950 */
1951static int
1972static int player_attack_door(object *op, object *door) 1952player_attack_door (object *op, object *door)
1973{ 1953{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
1978 */ 1957 */
1979 object *key=find_key(op, op, door); 1958 object *key = find_key (op, op, door);
1980 1959
1981 /* IF we found a key, do some extra work */ 1960 /* IF we found a key, do some extra work */
1982 if (key) { 1961 if (key)
1962 {
1983 object *container=key->env; 1963 object *container = key->env;
1984 1964
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 1966 if (action_makes_visible (op))
1967 make_visible (op);
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op);
1970
1988 if (door->type == DOOR) { 1971 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1974 {
1993 "You open the door with the %s", query_short_name(key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2(door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1977 }
1978
1996 /* Do this after we print the message */ 1979 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
1999 if (container != op) 1982 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2001 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1986 }
2002 } else if (door->type==LOCKED_DOOR) { 1987 else if (door->type == LOCKED_DOOR)
1988 {
2003 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 1991 return 1;
2006 } 1992 }
1993
2007 return 0; 1994 return 0;
2008} 1995}
2009 1996
2010/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2015 */ 2002 */
2016 2003void
2017void move_player_attack(object *op, int dir) 2004move_player_attack (object *op, int dir)
2018{ 2005{
2019 object *tmp, *mon; 2006 object *tmp, *mon;
2020 sint16 nx, ny; 2007 sint16 nx, ny;
2021 int on_battleground; 2008 int on_battleground;
2022 mapstruct *m; 2009 maptile *m;
2023 2010
2024 nx=freearr_x[dir]+op->x; 2011 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2012 ny = freearr_y[dir] + op->y;
2026 2013
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2028 2015
2029 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2023 * move_ob uses.
2037 */ 2024 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 } 2028 {
2029 m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2043 else m =op->map; 2034 m = op->map;
2044 2035
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2036 if (!(tmp = m->at (nx, ny).bot))
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2047 return; 2099 return;
2048 }
2049 2100
2050 mon = NULL; 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2051 /* Go through all the objects, and find ones of interest. Only stop if 2102 (void) push_ob (mon, dir, op);
2052 * we find a monster - that is something we know we want to attack. 2103 if (op->contr->tmp_invis || op->hide)
2053 * if its a door or barrel (can roll) see if there may be monsters 2104 make_visible (op);
2054 * on the space 2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't
2112 * attack them either.
2055 */ 2113 */
2056 while (tmp!=NULL) { 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2057 if (tmp == op) { 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2058 tmp=tmp->above; 2116#ifdef PROHIBIT_PLAYERKILL
2059 continue; 2117 (op->contr->peaceful
2118 || (mon->type == PLAYER
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground))
2125 {
2126 if (!op->contr->braced)
2127 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op);
2060 } 2130 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2131 else
2062 mon = tmp; 2132 new_draw_info (0, 0, op, "You withhold your attack");
2063 break; 2133
2134 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2142 {
2143 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op))
2145 make_visible (op);
2146 }
2147
2148 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen.
2153 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 {
2157
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2064 } 2168 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2169
2073 if(mon->head != NULL) 2170 skill_attack (mon, op, 0, 0, 0);
2074 mon = mon->head;
2075 2171
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2172 /* If attacking another player, that player gets automatic
2077 if (player_attack_door(op, mon)) return; 2173 * hitback, and doesn't loose luck either.
2078 2174 * Disable hitback on the battleground or if the target is
2079 /* The following deals with possibly attacking peaceful 2175 * the wiz.
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2176 */
2086 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2178 {
2127 if (!op->contr->braced) { 2179 short luck = mon->stats.luck;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180
2129 (void) push_ob(mon,dir,op); 2181 mon->contr->has_hit = 1;
2130 } else { 2182 skill_attack (op, mon, 0, 0, 0);
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2183 mon->stats.luck = luck;
2132 } 2184 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2185
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 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op); 2186 if (action_makes_visible (op))
2142 } 2187 make_visible (op);
2143
2144 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2188 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2189 } /* if player should attack something */
2183} 2190}
2184 2191
2192int
2185int move_player(object *op,int dir) { 2193move_player (object *op, int dir)
2194{
2186 int pick; 2195 int pick;
2187 2196
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2198 return 0;
2199
2200 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9))
2202 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0;
2205 }
2206
2207 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210
2211 op->facing = dir;
2212
2213 if (op->hide)
2214 do_hidden_move (op);
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ;
2218 else if (op->contr->fire_on)
2219 fire (op, dir);
2220 else
2221 {
2222 move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239 return 0;
2229} 2240}
2230 2241
2231/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2243 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2245 * the new speed values for commands.
2235 * 2246 *
2236 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2237 */ 2248 */
2249int
2238int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2239{ 2251{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2257 flee_player(op); 2254 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2260 op->speed_left--; 2258 op->speed_left--;
2261 return 0; 2259 return 0;
2262 } 2260 }
2263 } 2261 }
2264 2262
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2265 * called, so we recheck it here.
2280 */ 2266 */
2281 HandleClient(&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2268 return 1;
2283 2269
2270 if (op->speed_left > 0)
2271 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2285 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2275 op->speed_left--;
2287 2276
2288 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2291 */ 2280 */
2292 move_player(op, op->direction); 2281 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2282
2294 else return 0; 2283 return op->speed_left > 0;
2284 }
2295 } 2285 }
2286
2287 return 0;
2288}
2289
2290int
2291save_life (object *op)
2292{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2294 return 0;
2297}
2298 2295
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2301
2310 query_name(tmp));
2311 if (op->contr) 2302 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2304
2314 free_object(tmp); 2305 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2316 if(op->stats.hp<0) 2308 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2318 if(op->stats.food<0) 2311 if (op->stats.food < 0)
2319 op->stats.food = 999; 2312 op->stats.food = 999;
2320 fix_player(op); 2313
2314 op->update_stats ();
2321 return 1; 2315 return 1;
2322 } 2316 }
2317
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2321 return 0;
2327} 2322}
2328 2323
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2324/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2325 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2326 * function will descend into containers. op is the object to start the search
2332 * from. 2327 * from.
2333 */ 2328 */
2329void
2334void remove_unpaid_objects(object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2335{ 2331{
2336 object *next;
2337
2338 while (op) { 2332 while (op)
2333 {
2339 next=op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2335
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2337 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2340
2341 op->insert_at (env);
2349 } 2342 }
2343 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2351 op=next; 2346 op = next;
2352 } 2347 }
2353} 2348}
2354
2355 2349
2356/* 2350/*
2357 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2354 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2355 * but there isn't one in the server directory.
2362 */ 2356 */
2357char *
2363char *gravestone_text (object *op) 2358gravestone_text (object *op)
2364{ 2359{
2365 static char buf2[MAX_BUF]; 2360 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2361 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2362 time_t now = time (NULL);
2368 2363
2369 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2367 else
2373 sprintf (buf, "%s\n", op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2371 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2374 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2378 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2379 if (op->type == PLAYER)
2380 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2383 strcat (buf2, buf);
2386 } 2384 }
2385
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2390 return buf2; 2390 return buf2;
2391} 2391}
2392 2392
2393 2393void
2394
2395void do_some_living(object *op) { 2394do_some_living (object *op)
2395{
2396 int last_food=op->stats.food; 2396 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2397 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2398 int over_hp, over_sp, over_grace;
2399 int i; 2399 int i;
2400 int rate_hp = 1200; 2400 int rate_hp = 1200;
2401 int rate_sp = 2500; 2401 int rate_sp = 2500;
2402 int rate_grace = 2000; 2402 int rate_grace = 2000;
2403 const int max_hp = 1; 2403 const int max_hp = 1;
2404 const int max_sp = 1; 2404 const int max_sp = 1;
2405 const int max_grace = 1; 2405 const int max_grace = 1;
2406 2406
2407 if (op->contr->outputs_sync) { 2407 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2408 {
2409 if (op->contr->outputs[i].buf!=NULL && 2409 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2410 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2412 } 2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2413 2425
2414 if(op->contr->state==ST_PLAYING) { 2426 if (op->contr->ns->state == ST_PLAYING)
2415 2427 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2430 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2432 else
2433 {
2421 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2436 }
2437
2424 if(op->contr->gen_sp >= 0 ) 2438 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2440 else
2441 {
2427 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2444 }
2445
2430 if(op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2448 else
2449 {
2433 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2452 }
2436 2453
2437 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2458 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2459 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2460 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2461 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2461 } 2469 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2485 } else { 2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495
2496 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0)
2499 {
2500 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2503 if (max_grace > 1)
2504 {
2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0)
2507 {
2508 op->stats.sp += over_grace
2509 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2510 op->last_grace = 0;
2511 }
2512 else
2513 {
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 }
2516 }
2517 else
2518 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2520 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2521 /* wearing stuff doesn't detract from grace generation. */
2489 } 2522 }
2490 2523
2491 /* Regenerate Hit Points */ 2524 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2525 if (--op->last_heal < 0)
2526 {
2493 if(op->stats.hp<op->stats.maxhp) { 2527 if (op->stats.hp < op->stats.maxhp)
2528 {
2494 op->stats.hp++; 2529 op->stats.hp++;
2495 /* dms do not consume food */ 2530 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2531 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2532 {
2533 op->stats.food--;
2498 if(op->contr->digestion<0) 2534 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2537 op->stats.food = last_food;
2538 }
2539 }
2540
2541 if (max_hp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2547 op->last_heal = 0;
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2553 }
2554 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 }
2503 } 2558 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2559
2519 /* Digestion */ 2560 /* Digestion */
2520 if(--op->last_eat<0) { 2561 if (--op->last_eat < 0)
2562 {
2521#ifdef COZY_SERVER 2563#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2566#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2568#endif
2529 2569
2530 if(op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2572 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2534 /* dms do not consume food */ 2575 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2577 op->stats.food--;
2537 } 2578 }
2538 2579
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 {
2540 object *tmp, *flesh=NULL; 2582 object *tmp, *flesh = 0;
2541 2583
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2591 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2593 break;
2549 } 2594 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2595 else if (tmp->type == FLESH)
2596 flesh = tmp;
2551 } /* End if paid for object */ 2597 } /* End if paid for object */
2552 } /* end of for loop */ 2598 } /* end of for loop */
2599
2553 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2601 * eat flesh instead.
2555 */ 2602 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2606 manual_apply (op, flesh, 0);
2559 } 2607 }
2560 } /* end if player is starving */ 2608 }
2561 2609
2562 while(op->stats.food<0&&op->stats.hp>0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2564 2612
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2614 kill_player (op);
2615 }
2567} 2616}
2568
2569
2570 2617
2571/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2621 * file.
2575 */ 2622 */
2623void
2576void kill_player(object *op) 2624kill_player (object *op)
2577{ 2625{
2578 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2579 int x,y,i; 2627 int x, y;
2628
2629 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2631
2581 int z; 2632 /* int z;
2582 int num_stats_lose; 2633 int num_stats_lose;
2583 int lost_a_stat; 2634 int lost_a_stat;
2584 int lose_this_stat; 2635 int lose_this_stat;
2585 int this_stat; 2636 int this_stat; */
2586 int will_kill_again; 2637 int will_kill_again;
2587 archetype *at; 2638 archetype *at;
2588 object *tmp; 2639 object *tmp;
2589 2640
2590 if(save_life(op)) 2641 if (save_life (op))
2591 return; 2642 return;
2592 2643
2593 2644
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2646 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2647 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2648 */
2598 if (op_on_battleground(op, &x, &y)) { 2649 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 {
2600 "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2653
2603
2604 /* restore player */ 2654 /* restore player */
2605 at = find_archetype("poisoning"); 2655 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2657 {
2608 remove_ob(tmp); 2658 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2664 {
2612 2665 tmp->destroy ();
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2667 }
2620 2668
2621 cure_disease(op,0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2671 if (op->stats.food <= 0)
2624 2672 op->stats.food = 999;
2673
2625 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2676 {
2629 sprintf(buf,"%s's finger",op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2678 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2682 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2683 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2638 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2686 }
2687
2642 /* teleport defeated player to new destination*/ 2688 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2690 op->contr->braced = 0;
2645 return; 2691 return;
2646 } 2692 }
2647 2693
2648 INVOKE_PLAYER (DEATH, op->contr); 2694 INVOKE_PLAYER (DEATH, op->contr);
2649 2695
2650 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2651 2697
2652 if(op->stats.food<0) { 2698 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2699 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2701 strcpy (op->contr->killer, "starvation");
2661 } 2702 }
2662 else { 2703 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2704 sprintf (buf, "%s died.", &op->name);
2670 } 2705
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2707
2673 /* save the map location for corpse, gravestone*/ 2708 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2709 x = op->x;
2710 y = op->y;
2711 map = op->map;
2675 2712
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
2681 */ 2716 */
2682 2717
2683 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2720 * of death.
2686 */ 2721 */
2687#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2723 if (settings.balanced_stat_loss)
2724 {
2689 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2727 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2730 little bit harder. */
2695 /* GD */ 2731 /* GD */
2696 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2733 num_stats_lose = 1;
2702 } 2734 else
2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
2738 num_stats_lose = 1;
2739
2703 lost_a_stat = 0; 2740 lost_a_stat = 0;
2704 2741
2705 for (z=0; z<num_stats_lose; z++) { 2742 for (z = 0; z < num_stats_lose; z++)
2743 {
2706 i = RANDOM() % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2707 2745
2708 if (settings.stat_loss_on_death) { 2746 if (settings.stat_loss_on_death)
2747 {
2709 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2749 * what he lost.
2711 */ 2750 */
2712 change_attr_value(&(op->stats), i,-1); 2751 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2752 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2756 lost_a_stat = 1;
2718 } else { 2757 }
2758 else
2759 {
2719 /* deplete a stat */ 2760 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2761 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2722 2766 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2767 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2768 insert_ob_in_ob (dep, op);
2727 } 2769 }
2728 lose_this_stat = 1; 2770 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2771 if (settings.balanced_stat_loss)
2772 {
2730 /* GD */ 2773 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2774 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2775 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2776 if (this_stat < 0)
2777 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2779 int keep_chance = this_stat * this_stat;
2780
2736 /* Yes, I am paranoid. Sue me. */ 2781 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2782 if (keep_chance < 1)
2738 keep_chance = 1; 2783 keep_chance = 1;
2739 2784
2740 /* There is a maximum depletion total per level. */ 2785 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787 {
2742 lose_this_stat = 0; 2788 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2790 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2791 }
2754 } 2792 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2793 {
2764 if (this_stat>=-50) { 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2799 }
2771 } 2800 }
2772 } 2801 }
2773 } 2802
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2776 { 2813 {
2777 /* determine_god() seems to not work sometimes... why is this? 2814 change_attr_value (&(dep->stats), i, -1);
2778 Should I be using something else? GD */ 2815 SET_FLAG (dep, FLAG_APPLIED);
2779 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2782 "moment you feel the holy presence of %s protecting" 2817 op->update_stats ();
2783 " you.", god); 2818 lost_a_stat = 1;
2784 else 2819 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2820 }
2821 }
2822 }
2823 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat)
2825 {
2826 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */
2828 const char *god = determine_god (op);
2829
2830 if (god && (strcmp (god, "none")))
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2832 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2837#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2838
2792 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2840 * exp loss on the stone.
2794 */ 2841 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2844 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2846 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2848 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2849 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2851
2809 /**************************************/ 2852 /**************************************/
2810 /* */ 2853 /* */
2811 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
2814 /* */ 2857 /* */
2815 /**************************************/ 2858 /**************************************/
2816 2859
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2860 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2861 /* restore player */
2819 at = find_archetype("poisoning"); 2862 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2863 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2864
2822 remove_ob(tmp); 2865 if (tmp)
2823 free_object(tmp); 2866 {
2867 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2869 }
2826 2870
2827 at = find_archetype("confusion"); 2871 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2873 if (tmp)
2830 remove_ob(tmp); 2874 {
2831 free_object(tmp); 2875 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2877 }
2878
2834 cure_disease(op,0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
2835 2880
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2882 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2888
2843 /* 2889 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
2846 * in the map. 2892 */
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2851 2894
2852 /****************************************/ 2895 /****************************************/
2853 /* */ 2896 /* */
2854 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2856 /* */ 2899 /* */
2857 /****************************************/ 2900 /****************************************/
2858 2901
2859 enter_player_savebed(op); 2902 enter_player_savebed (op);
2860 2903
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2904 op->contr->braced = 0;
2865 save_player(op,1);
2866 2905
2867 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2909 * on the space that might harm the player.
2871 */ 2910 */
2872 will_kill_again=0; 2911 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
2876 } 2915
2877 if (will_kill_again) { 2916 if (will_kill_again)
2917 {
2878 object *force; 2918 object *force;
2879 int at; 2919 int at;
2880 2920
2881 force=get_archetype(FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2923 force->speed = 0.1;
2884 force->speed_left=-5.0; 2924 force->speed_left = -5.0;
2885 SET_FLAG(force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2926 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2928 force->resist[at] = 100;
2929
2930 insert_ob_in_ob (force, op);
2931 op->update_stats ();
2932
2933 }
2934
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936}
2937
2938void
2939loot_object (object *op)
2940{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next;
2942
2943 op->close_container (); /* close open sack first */
2944
2945 for (tmp = op->inv; tmp; tmp = next)
2946 {
2947 next = tmp->below;
2948
2949 if (tmp->invisible)
2950 continue;
2951
2952 tmp->remove ();
2953 tmp->x = op->x, tmp->y = op->y;
2954
2955 if (tmp->type == CONTAINER)
2956 loot_object (tmp); /* empty container to ground */
2957
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 {
2960 if (tmp->nrof > 1)
2961 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2965 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2966 else
2948 delete_character(op->name,1); 2967 tmp->destroy ();
2949 } 2968 }
2950 } 2969 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 2971 }
2995} 2972}
2996 2973
2997/* 2974/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2977 * was changed.
3001 */ 2978 */
3002 2979void
3003void fix_weight(void) { 2980fix_weight (void)
3004 player *pl; 2981{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2982 for_all_players (pl)
2983 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985
3007 if(old == sum) 2986 if (old == sum)
3008 continue; 2987 continue;
3009 fix_player(pl->ob); 2988 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 2990 }
3013} 2991}
3014 2992
2993void
3015void fix_luck(void) { 2994fix_luck (void)
3016 player *pl; 2995{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2996 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2998 pl->ob->change_luck (0);
3020} 2999}
3021
3022 3000
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3026 */ 3004 */
3027
3028void 3005void
3029cast_dust (object * op, object * throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3030{ 3007{
3031 object *skop, *spob; 3008 object *skop, *spob;
3032 3009
3033 skop = find_skill_by_name (op, throw_ob->skill); 3010 skop = find_skill_by_name (op, throw_ob->skill);
3034 3011
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3012 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3013 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3014 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3015 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3016 return;
3041 } 3017 }
3042 3018
3043 spob = throw_ob->inv; 3019 spob = throw_ob->inv;
3044 3020
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3021 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 3022 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3023 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3024 if (!spob)
3049 { 3025 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3026 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 3027 return;
3053 } 3028 }
3054 3029
3055 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3032
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3034
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3036}
3064 3037
3038void
3065void make_visible (object *op) { 3039make_visible (object *op)
3040{
3066 op->hide = 0; 3041 op->hide = 0;
3067 op->invisible = 0; 3042 op->invisible = 0;
3068 if(op->type==PLAYER) { 3043 if (op->type == PLAYER)
3044 {
3069 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3046 op->contr->invis_race = 0;
3071 } 3047 }
3048
3072 update_object(op,UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3073} 3050}
3074 3051
3052int
3075int is_true_undead(object *op) { 3053is_true_undead (object *op)
3076 object *tmp=NULL; 3054{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056 return 1;
3079 3057
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3058 return 0;
3085} 3059}
3086 3060
3087/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3063 * indicate greater hideability.
3090 */ 3064 */
3091 3065
3066int
3092int hideability(object *ob) { 3067hideability (object *ob)
3068{
3093 int i,level=0, mflag; 3069 int i, level = 0, mflag;
3094 sint16 x,y; 3070 sint16 x, y;
3095 3071
3096 if(!ob||!ob->map) return 0; 3072 if (!ob || !ob->map)
3073 return 0;
3097 3074
3098 /* so, on normal lighted maps, its hard to hide */ 3075 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3076 level = ob->map->darkness - 2;
3100 3077
3101 /* this also picks up whether the object is glowing. 3078 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3079 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3080 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3081 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness));
3105 3083
3106 /* scan through all nearby squares for terrain to hide in */ 3084 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3088 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue;
3091 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3093 level += 2;
3112 else /* open terrain! */ 3094 else /* open terrain! */
3113 level -= 1; 3095 level -= 1;
3114 } 3096 }
3115 3097
3116#if 0 3098#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3099 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3100#endif
3119 return level; 3101 return level;
3120} 3102}
3121 3103
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3104/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3105 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3106 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3108 */
3127 3109
3110void
3128void do_hidden_move (object *op) { 3111do_hidden_move (object *op)
3112{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3114 object *skop;
3131 3115
3132 if(!op || !op->map) return; 3116 if (!op || !op->map)
3117 return;
3133 3118
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3120
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3122 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3123 if (!skop || num >= skop->level)
3124 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 3126 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3127 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3128 }
3129 else
3130 num += 20;
3131
3132 num += op->map->difficulty;
3133 hide = hideability (op); /* modify by terrain hidden level */
3134 num -= hide;
3135
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 {
3138 make_visible (op);
3139 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 }
3152 else if (op->type == PLAYER && skop) { 3142 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3144}
3156 3145
3157/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3158 3147
3148int
3159int stand_near_hostile( object *who ) { 3149stand_near_hostile (object *who)
3150{
3160 object *tmp=NULL; 3151 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3153 maptile *m;
3163 sint16 x,y; 3154 sint16 x, y;
3164 3155
3165 if(!who) return 0; 3156 if (!who)
3157 return 0;
3166 3158
3167 if(who->type==PLAYER) player=1; 3159 if (who->type == PLAYER)
3160 player = 1;
3161
3162 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3164
3170 /* search adjacent squares */ 3165 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3166 for (i = 1; i < 9; i++)
3167 {
3172 x = who->x+freearr_x[i]; 3168 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3169 y = who->y + freearr_y[i];
3174 m = who->map; 3170 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3171 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3172 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3173 * blocked, don't need to check this space.
3178 */ 3174 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3175 if (mflags & P_OUT_OF_MAP)
3176 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3178 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3179
3183 if((player||friendly) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183 return 1;
3184 else if (tmp->type == PLAYER)
3185 {
3186 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3188 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3189 }
3192 } 3190 }
3193 } 3191 }
3194 return 0; 3192 return 0;
3195} 3193}
3196 3194
3197/* check the player los field for viewability of the 3195/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3196 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3197 * but we dont worry if the object isnt the top one in
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3204 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3205 * -b.t.
3208 * This function is now map tiling safe. 3206 * This function is now map tiling safe.
3209 */ 3207 */
3210 3208
3209int
3211int player_can_view (object *pl,object *op) { 3210player_can_view (object *pl, object *op)
3211{
3212 rv_vector rv; 3212 rv_vector rv;
3213 int dx,dy; 3213 int dx, dy;
3214 3214
3215 if(pl->type!=PLAYER) { 3215 if (pl->type != PLAYER)
3216 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3218 return -1;
3218 } 3219 }
3219 if (!pl || !op) return 0;
3220 3220
3221 if(op->head) { op = op->head; } 3221 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3222 return 0;
3223
3224 op = op->head_ ();
3225
3226 get_rangevector (pl, op, &rv, 0x1);
3227
3228 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any
3230 * part that is in the los array but isnt on
3231 * a blocked los square.
3232 * we use the archetype to figure out offsets.
3233 */
3234 while (op)
3235 {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1;
3247 op = op->more;
3248 }
3249 return 0;
3245} 3250}
3246 3251
3247/* routine for both players and monsters. We call this when 3252/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3253 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3254 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3255 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3256 * return 0.
3252 */ 3257 */
3258int
3253int action_makes_visible (object *op) { 3259action_makes_visible (object *op)
3260{
3254 3261
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3265 return 0;
3258 3266
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3260 3269
3261 /* If monsters, they should become visible */ 3270 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3274 return 1;
3265 } 3275 }
3266 } 3276 }
3267 return 0; 3277 return 0;
3268} 3278}
3269 3279
3270/* op_on_battleground - checks if the given object op (usually 3280/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3281 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3282 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3283 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3284 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3285 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3286 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3287 */
3288int
3278int op_on_battleground (object *op, int *x, int *y) { 3289op_on_battleground (object *op, int *x, int *y)
3290{
3279 object *tmp; 3291 object *tmp;
3280 3292
3281 /* A battleground-tile needs the following attributes to be valid: 3293 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3296 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3297 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3298 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3305 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3306 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3294 object *invtmp; 3309 object *invtmp;
3310
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3312 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3298 if (x != NULL && y != NULL) 3315 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3317 return 1;
3318 }
3301 } 3319 }
3302 } 3320 }
3303 }
3304 if (x != NULL && y != NULL) 3321 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3323 return 1;
3324 }
3307 } 3325 }
3308 }
3309 } 3326 }
3310 /* If we got here, did not find a battleground */ 3327 /* If we got here, did not find a battleground */
3311 return 0; 3328 return 0;
3312} 3329}
3313 3330
3314/* 3331/*
3318 * attributes: 3335 * attributes:
3319 * object *who the dragon player 3336 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3337 * int atnr the attack-number of the ability focus
3321 * int level ability level 3338 * int level ability level
3322 */ 3339 */
3340void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3341dragon_ability_gain (object *who, int atnr, int level)
3342{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3343 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3344 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3345 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3346 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3348 int i = 0, j = 0;
3330 3349
3331 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3340 3359
3341 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3361 return;
3362
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3364
3365 if (!tr || !tr->item)
3366 {
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return;
3369 }
3370
3371 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone);
3373
3374 if (item->type == SPELL)
3375 {
3376 if (check_spell_known (who, item->name))
3342 return; 3377 return;
3343 3378
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3379 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3380 do_learn_spell (who, item, 0);
3346 3381 return;
3347 if (tr == NULL || tr->item == NULL) { 3382 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383
3384 /* grant direct spell */
3385 if (item->type == SPELLBOOK)
3386 {
3387 if (!item->inv)
3388 {
3389 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3390 return;
3391 }
3392 if (check_spell_known (who, item->inv->name))
3349 return; 3393 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3394 if (item->invisible)
3395 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3396 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3397 do_learn_spell (who, item->inv, 0);
3376 return; 3398 return;
3377 } 3399 }
3378 } 3400 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3401 else if (item->type == SKILL_TOOL && item->invisible)
3402 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3403 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404 {
3381 3405
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3406 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3407 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3408 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3409 * but not all of them, he gets nothing.
3386 */ 3410 */
3387 if (!(skop->attacktype & item->attacktype)) { 3411 if (!(skop->attacktype & item->attacktype))
3412 {
3388 /* Give new attacktype */ 3413 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3414 skop->attacktype |= item->attacktype;
3390 3415
3391 /* always add physical if there's none */ 3416 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3417 skop->attacktype |= AT_PHYSICAL;
3393 3418
3394 if (item->msg != NULL) 3419 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3420 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3421
3397 /* Give player new face */ 3422 /* Give player new face */
3398 if (item->animation_id) { 3423 if (item->animation_id)
3424 {
3399 who->face = skop->face; 3425 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3426 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3427 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3428 who->last_anim = 0;
3403 who->state = 0; 3429 who->state = 0;
3404 animate_object(who, who->direction); 3430 animate_object (who, who->direction);
3405 } 3431 }
3406 } 3432 }
3407 } 3433 }
3408 } 3434 }
3409 else if (item->type == FORCE) { 3435 else if (item->type == FORCE)
3436 {
3410 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3438 object *skin;
3439
3412 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3414 skin=skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3415 if (skin == NULL) return; 3443 ;
3416 3444
3445 if (!skin)
3446 return;
3447
3417 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3452
3421 /* print message */ 3453 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3454 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3455 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 {
3424 if(item->path_attuned & (1<<i)) { 3457 if (item->path_attuned & (1 << i))
3458 {
3425 if (j) 3459 if (j)
3426 strcat(buf," and "); 3460 strcat (buf, " and ");
3427 else 3461 else
3428 j = 1; 3462 j = 1;
3429 strcat(buf, spellpathnames[i]); 3463 strcat (buf, spellpathnames[i]);
3430 } 3464 }
3431 } 3465 }
3432 strcat(buf,"."); 3466 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3468 }
3435 3469
3436 /* evtl. adding flags: */ 3470 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3471 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3472 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3473 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3474 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3476 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3477
3444 /* print message if there is one */ 3478 /* print message if there is one */
3445 if (item->msg != NULL) 3479 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 }
3482 else
3447 } 3483 {
3448 else {
3449 /* generate misc. treasure */ 3484 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3485 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3487 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3488 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3489 esrv_send_item (who, tmp);
3455 } 3490 }
3456} 3491}
3457 3492
3458/** 3493/**
3459 * Unready an object for a player. This function does nothing if the object was 3494 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3495 * not readied.
3461 */ 3496 */
3497void
3462void player_unready_range_ob(player *pl, object *ob) { 3498player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3499{
3464
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3466 if (pl->ranges[i] == ob) { 3501 if (pl->ranges[i] == ob)
3502 {
3467 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3468 if (pl->shoottype == i) { 3504 if (pl->shoottype == i)
3469 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3470 }
3471 } 3506 }
3472 }
3473} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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