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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.117 by root, Sun Apr 29 21:44:35 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex 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 (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 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1101 next = mp->next; 898 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 899
1103 delete_map(mp); 900 start_info (ob);
1104 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1105 902 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 911 {
1108 play_again(op); 912 object *tmp;
1109 return 1; 913 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 966flee_player (object *op)
967{
1113 int dir,diff; 968 int dir, diff;
1114 rv_vector rv; 969 rv_vector rv;
1115 970
1116 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1118 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)))
1119 return; 1011 return;
1120 } 1012 }
1121 1013
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1016 op->enemy = NULL;
1156} 1017}
1157 1018
1158 1019
1159/* 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.
1160 * 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
1161 * stop. 1022 * stop.
1162 */ 1023 */
1024int
1163int check_pick(object *op) { 1025check_pick (object *op)
1026{
1164 object *tmp, *next; 1027 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1028 int stop = 0;
1167 int j, k, wvratio; 1029 int wvratio;
1168 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1169
1170 1031
1171 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1173 return 1; 1034 return 1;
1174 1035
1175 op_tag = op->count;
1176
1177 next = op->below; 1036 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1037
1181 /* 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
1182 * destroyed */ 1039 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1184 { 1041 {
1185 tmp = next; 1042 tmp = next;
1186 next = tmp->below; 1043 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1044
1190 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1191 return 0; 1046 return 0;
1192 1047
1193 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1194 continue; 1049 continue;
1195 1050
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1052 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1054 pick_up (op, tmp);
1200 continue; 1055 continue;
1201 } 1056 }
1202 1057
1203 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1205 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1206 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1207 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1208 return 1; 1067 return 1;
1068 case 2:
1209 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1210 return 0; 1070 return 0;
1071 case 3:
1211 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1212 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1213 break; 1075 break;
1076 case 5:
1214 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1215 stop = 1; 1078 stop = 1;
1216 break; 1079 break;
1217 case 6: 1080 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1082 pick_up (op, tmp);
1221 break; 1083 break;
1222 1084
1223 case 7: 1085 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1087 pick_up (op, tmp);
1226 break; 1088 break;
1227 1089
1228 default: 1090 default:
1229 /* use value density */ 1091 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1094 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1095 }
1262 } 1096 }
1263 } 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
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1265 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);
1266#if 0 1349#if 0
1267 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1269 { 1352 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1354 }
1272 { 1355 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1359#endif
1279 } 1360 continue;
1280 /* philosophy: 1361 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1362 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1364 }
1440 } /* the new pickup model */ 1365
1441 }
1442 return ! stop; 1366 return !stop;
1443} 1367}
1444 1368
1445/* 1369/*
1446 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1372 * found object is returned.
1449 */ 1373 */
1374object *
1450object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1451{ 1376{
1452 object *tmp = NULL; 1377 object *tmp = 0;
1453 1378
1454 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1459 return op; 1383 return op;
1384
1460 return tmp; 1385 return tmp;
1461} 1386}
1462 1387
1463/* 1388/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1393 */
1469 1394object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1396{
1472 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1474 1399
1475 if (!type) 1400 if (!type)
1476 return NULL; 1401 return NULL;
1477 1402
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1481 i = 0; 1407 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1409 if (i > betterby)
1410 {
1484 tmp = ntmp; 1411 tmp = ntmp;
1485 betterby = i; 1412 betterby = i;
1486 } 1413 }
1414 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1488 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1419 {
1491 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1492 *better = 100; 1422 *better = 100;
1493 return arrow; 1423 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1424 }
1498 } else { 1425 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1426 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1427 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1429 }
1515 } 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 }
1516 } 1453 }
1454 }
1517 } 1455 }
1518 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1457 return find_arrow (op, type);
1520 1458
1521 *better = betterby; 1459 *better = betterby;
1522 return tmp; 1460 return tmp;
1523} 1461}
1524 1462
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1465 * op = the shooter
1528 * type = bow->race 1466 * type = bow->race
1529 * dir = fire direction 1467 * dir = fire direction
1530 */ 1468 */
1531 1469
1470object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1533{ 1472{
1534 object *tmp = NULL; 1473 object *tmp = NULL;
1535 mapstruct *m; 1474 maptile *m;
1536 int i, mflags, found, number; 1475 int i, mflags, found, number;
1537 sint16 x, y; 1476 sint16 x, y;
1538 1477
1539 if (op->map == NULL) 1478 if (op->map == NULL)
1540 return find_arrow(op, type); 1479 return find_arrow (op, type);
1541 1480
1542 /* do a dex check */ 1481 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1484 return find_arrow (op, type);
1546 1485
1547 m = op->map; 1486 m = op->map;
1548 x = op->x; 1487 x = op->x;
1549 y = op->y; 1488 y = op->y;
1550 1489
1551 /* find the first target */ 1490 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1553 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1557 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)
1558 break; 1518 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1519 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1520 }
1576 if (tmp == NULL) 1521 if (tmp == NULL)
1577 return find_arrow(op, type); 1522 return find_arrow (op, type);
1578 1523
1579 if (tmp->head) 1524 if (tmp->head)
1580 tmp = tmp->head; 1525 tmp = tmp->head;
1581 1526
1582 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1583} 1528}
1584 1529
1585/* 1530/*
1586 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1535 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1538 * player fire modes.
1594 */ 1539 */
1540int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1542{
1598 object *left, *bow; 1543 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1544 int bowspeed, mflags;
1601 mapstruct *m; 1545 maptile *m;
1602 1546
1603 if (!dir) { 1547 if (!dir)
1548 {
1604 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!");
1605 return 0; 1550 return 0;
1606 } 1551 }
1552
1607 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1609 else { 1555 else
1556 {
1610 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1560 */
1614 if(bow->type==BOW) 1561 if (bow->type == BOW)
1615 break; 1562 break;
1616 1563
1617 if (!bow) { 1564 if (!bow)
1565 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1567 return 0;
1620 } 1568 }
1621 } 1569 }
1570
1622 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1623 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);
1624 return 0; 1574 return 0;
1625 } 1575 }
1626 1576
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1578
1629 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1632 if (bowspeed < 1) 1583 if (bowspeed < 1)
1633 bowspeed = 1; 1584 bowspeed = 1;
1634 1585
1635 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1637 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1593 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1643 return 0; 1596 return 0;
1644 } 1597 }
1645 } 1598 }
1599
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1602 return 0;
1649 } 1603
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1651 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.");
1652 return 0; 1607 return 0;
1653 } 1608 }
1654 1609
1655 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1612 {
1658 free_object(arrow); 1613 arrow->destroy ();
1659 return 0; 1614 return 0;
1660 } 1615 }
1661 1616
1662 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1666 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);
1667 bow->race);
1668 return 0; 1622 return 0;
1669 } 1623 }
1670 set_owner(arrow, op); 1624
1671 if (arrow->skill) free_string(arrow->skill); 1625 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1626 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1627 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1628
1678 if (op->type == PLAYER) { 1629 if (op->type == PLAYER)
1630 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1632 op->update_stats ();
1681 } 1633 }
1682 1634
1683 SET_ANIMATION(arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1687 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1689 1643
1690 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1645
1698 /* update the speed */ 1646 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1649
1704 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1708 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1709 if (op->type == PLAYER) { 1655 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1662 }
1663 else
1664 {
1720 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;
1721 } 1670 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 arrow->stats.wc -= arrow->level;
1673
1723 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying);
1726 1675
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1678
1731 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);
1732 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1681
1735 if (!was_destroyed(arrow, tag)) 1682 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1683 move_arrow (arrow);
1737 1684
1738 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1686 {
1687 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1741 else 1689 else
1742 esrv_send_item(op, left); 1690 esrv_send_item (op, left);
1743 } 1691 }
1692
1744 return 1; 1693 return 1;
1745} 1694}
1746 1695
1747/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1697 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1698 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1699 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1700 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1701 * hence the function name.
1753 */ 1702 */
1703int
1754int player_fire_bow(object *op, int dir) 1704player_fire_bow (object *op, int dir)
1755{ 1705{
1756 int ret=0, wcmod=0; 1706 int ret = 0, wcmod = 0;
1757 1707
1758 if (op->contr->bowtype == bow_bestarrow) { 1708 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1709 {
1760 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);
1761 dir, 0, op->x, op->y); 1711 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1715 wcmod = -1;
1716
1765 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);
1766 op->x, op->y); 1718 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1719 else if (op->contr->bowtype == bow_threewide)
1720 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1725 else if (op->contr->bowtype == bow_spreadshot)
1726 {
1772 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);
1773 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);
1774 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);
1775 1730
1776 } else { 1731 }
1732 else
1733 {
1777 /* Simple case */ 1734 /* Simple case */
1778 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);
1779 } 1736 }
1780 return ret; 1737 return ret;
1781} 1738}
1782 1739
1783 1740
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1786 */ 1743 */
1744void
1787void fire_misc_object(object *op, int dir) 1745fire_misc_object (object *op, int dir)
1788{ 1746{
1789 object *item; 1747 object *item;
1790 1748
1791 if (!op->contr->ranges[range_misc]) { 1749 if (!op->contr->ranges[range_misc])
1750 {
1792 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.");
1793 return; 1752 return;
1794 } 1753 }
1795 1754
1796 item = op->contr->ranges[range_misc]; 1755 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1756 if (!item->inv)
1757 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1758 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1759 return;
1800 } 1760 }
1801 if (item->type == WAND) { 1761 if (item->type == WAND)
1762 {
1802 if(item->stats.food<=0) { 1763 if (item->stats.food <= 0)
1764 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1767 return;
1806 } 1768 }
1769 }
1807 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1771 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1775 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "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));
1813 else 1777 else
1814 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));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1779 return;
1817 } 1780 }
1818 } 1781 }
1819 1782
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1821 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 */
1822 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1823 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1789 {
1824 object *tmp; 1790 object *tmp;
1791
1825 if (item->arch) { 1792 if (item->arch)
1793 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1828 item->speed = 0; 1796 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1797 }
1798
1831 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1801 }
1834 } 1802 }
1835 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1804 drain_rod_charge (item);
1837 }
1838 } 1805 }
1839} 1806}
1840 1807
1841/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1842 */ 1809 */
1810void
1843void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1844 int spellcost=0; 1813 int spellcost = 0;
1845 1814
1846 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1848 1818
1849 switch(op->contr->shoottype) { 1819 switch (op->contr->shoottype)
1820 {
1850 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
1851 return; 1846 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1847 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1848
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1887 default: 1854 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1856 return;
1890 } 1857 }
1891} 1858}
1892
1893
1894 1859
1895/* find_key 1860/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1865 * pl is the player,
1901 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1904 */ 1869 */
1905 1870object *
1906object * find_key(object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1907{ 1872{
1908 object *tmp,*key; 1873 object *tmp, *key;
1909 1874
1910 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1876 if (!container->inv)
1877 return 0;
1912 1878
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1882 if (door->type == DOOR && tmp->type == KEY)
1883 break;
1916 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1918 */ 1886 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1888 break;
1921 } 1889 }
1890
1922 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1894 * a key, return
1926 */ 1895 */
1927 if (!tmp) { 1896 if (!tmp)
1897 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1929 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1901 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1903 if ((key = find_key (pl, tmp, door)))
1904 return key;
1932 } 1905 }
1933 } 1906 }
1907
1908 if (!tmp)
1934 if (!tmp) return NULL; 1909 return NULL;
1935 } 1910 }
1911
1936 /* 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,
1937 * see if we actually want to use it 1913 * see if we actually want to use it
1938 */ 1914 */
1939 if (pl!=container) { 1915 if (pl != container)
1916 {
1940 /* Only let players use keys in containers */ 1917 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1918 if (!pl->contr)
1919 return NULL;
1942 /* cases where this fails: 1920 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1921 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1922 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1923 * If the container is not active, return now since only active
1946 * containers can be used. 1924 * containers can be used.
1947 * If we only search keyrings and the container does not have 1925 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1926 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1927 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1928 * inv must have been an container and must have been active.
1951 * 1929 *
1952 * Change the color so that the message doesn't disappear with 1930 * Change the color so that the message doesn't disappear with
1953 * all the others. 1931 * all the others.
1954 */ 1932 */
1955 if (pl->contr->usekeys == key_inventory || 1933 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1934 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1936 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1939 return NULL;
1964 } 1940 }
1965 } 1941 }
1942
1966 return tmp; 1943 return tmp;
1967} 1944}
1968 1945
1969/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1948 * such that the caller should not do anything more,
1972 * 0 otherwise 1949 * 0 otherwise
1973 */ 1950 */
1951static int
1974static int player_attack_door(object *op, object *door) 1952player_attack_door (object *op, object *door)
1975{ 1953{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
1980 */ 1957 */
1981 object *key=find_key(op, op, door); 1958 object *key = find_key (op, op, door);
1982 1959
1983 /* IF we found a key, do some extra work */ 1960 /* IF we found a key, do some extra work */
1984 if (key) { 1961 if (key)
1962 {
1985 object *container=key->env; 1963 object *container = key->env;
1986 1964
1987 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);
1966
1988 if(action_makes_visible(op)) make_visible(op); 1967 if (action_makes_visible (op))
1968 make_visible (op);
1969
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1970 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1971 spring_trap (door->inv, op);
1972
1990 if (door->type == DOOR) { 1973 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1974 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1975 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1976 {
1995 "You open the door with the %s", query_short_name(key)); 1977 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1978 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1979 }
1980
1998 /* Do this after we print the message */ 1981 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1982 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1983 /* Need to update the weight the container the key was in */
2001 if (container != op) 1984 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1985 esrv_update_item (UPD_WEIGHT, op, container);
1986
2003 return 1; /* Nothing more to do below */ 1987 return 1; /* Nothing more to do below */
1988 }
2004 } else if (door->type==LOCKED_DOOR) { 1989 else if (door->type == LOCKED_DOOR)
1990 {
2005 /* Might as well return now - no other way to open this */ 1991 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1992 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1993 return 1;
2008 } 1994 }
1995
2009 return 0; 1996 return 0;
2010} 1997}
2011 1998
2012/* This function is just part of a breakup from move_player. 1999/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2000 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2001 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2002 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2003 * going to try and move (not fire weapons).
2017 */ 2004 */
2018 2005void
2019void move_player_attack(object *op, int dir) 2006move_player_attack (object *op, int dir)
2020{ 2007{
2021 object *tmp, *mon; 2008 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2009 int on_battleground;
2024 mapstruct *m; 2010 maptile *m;
2025 2011
2026 nx=freearr_x[dir]+op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2028 2014
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2015 on_battleground = op_on_battleground (op, 0, 0);
2030 2016
2031 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2024 * move_ob uses.
2039 */ 2025 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2026 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2027 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2028 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 } 2029 {
2030 m = op->map->xy_find (nx, ny);
2031 if (!m)
2032 return; /* Don't think this should happen */
2033 }
2034 else
2045 else m =op->map; 2035 m = op->map;
2046 2036
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2037 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2038 return;
2039
2040 mon = 0;
2041 /* Go through all the objects, and find ones of interest. Only stop if
2042 * we find a monster - that is something we know we want to attack.
2043 * if its a door or barrel (can roll) see if there may be monsters
2044 * on the space
2045 */
2046 while (tmp)
2047 {
2048 if (tmp == op)
2049 {
2050 tmp = tmp->above;
2051 continue;
2052 }
2053
2054 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2055 {
2056 mon = tmp;
2057 break;
2058 }
2059
2060 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2061 mon = tmp;
2062
2063 tmp = tmp->above;
2064 }
2065
2066 if (!mon) /* This happens anytime the player tries to move */
2067 return; /* into a wall */
2068
2069 if (mon->head)
2070 mon = mon->head;
2071
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (player_attack_door (op, mon))
2074 return;
2075
2076 /* The following deals with possibly attacking peaceful
2077 * or frienddly creatures. Basically, all players are considered
2078 * unaggressive. If the moving player has peaceful set, then the
2079 * object should be pushed instead of attacked. It is assumed that
2080 * if you are braced, you will not attack friends accidently,
2081 * and thus will not push them.
2082 */
2083
2084 /* If the creature is a pet, push it even if the player is not
2085 * peaceful. Our assumption is the creature is a pet if the
2086 * player owns it and it is either friendly or unagressive.
2087 */
2088 if ((op->type == PLAYER)
2089#if COZY_SERVER
2090 &&
2091 ((mon->owner && mon->owner->contr
2092 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2093#else
2094 && mon->owner == op
2095#endif
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097 {
2098 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced)
2049 return; 2100 return;
2050 }
2051 2101
2052 mon = NULL; 2102 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2103 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2104 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2105 make_visible (op);
2056 * on the space 2106
2107 return;
2108 }
2109
2110 /* in certain circumstances, you shouldn't attack friendly
2111 * creatures. Note that if you are braced, you can't push
2112 * someone, but put it inside this loop so that you won't
2113 * attack them either.
2057 */ 2114 */
2058 while (tmp!=NULL) { 2115 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2116 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2117#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2118 (op->contr->peaceful
2119 || (mon->type == PLAYER
2120 && mon->contr->
2121 peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground))
2126 {
2127 if (!op->contr->braced)
2128 {
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 push_ob (mon, dir, op);
2062 } 2131 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2132 else
2064 mon = tmp; 2133 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2134
2135 if (op->contr->tmp_invis || op->hide)
2136 make_visible (op);
2137 }
2138
2139 /* If the object is a boulder or other rollable object, then
2140 * roll it if not braced. You can't roll it if you are braced.
2141 */
2142 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2143 {
2144 recursive_roll (mon, dir, op);
2145 if (action_makes_visible (op))
2146 make_visible (op);
2147 }
2148
2149 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen.
2154 */
2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 {
2158
2159 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit)
2165 {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2169 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2170
2075 if(mon->head != NULL) 2171 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2172
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2173 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2174 * hitback, and doesn't loose luck either.
2080 2175 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2176 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2177 */
2088 2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2179 {
2129 if (!op->contr->braced) { 2180 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2181
2131 (void) push_ob(mon,dir,op); 2182 mon->contr->has_hit = 1;
2132 } else { 2183 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2184 mon->stats.luck = luck;
2134 } 2185 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2186
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 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2187 if (action_makes_visible (op))
2144 } 2188 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2189 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2190 } /* if player should attack something */
2185} 2191}
2186 2192
2193int
2187int move_player(object *op,int dir) { 2194move_player (object *op, int dir)
2195{
2188 int pick; 2196 int pick;
2189 2197
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2199 return 0;
2200
2201 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9))
2203 {
2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2205 return 0;
2206 }
2207
2208 /* peterm: added following line */
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211
2212 op->facing = dir;
2213
2214 if (op->hide)
2215 do_hidden_move (op);
2216
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 /*nop */ ;
2219 else if (op->contr->fire_on)
2220 fire (op, dir);
2221 else
2222 {
2223 move_player_attack (op, dir);
2224 pick = check_pick (op);
2225 }
2226
2227 /* Add special check for newcs players and fire on - this way, the
2228 * server can handle repeat firing.
2229 */
2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2231 op->direction = dir;
2232 else
2233 op->direction = 0;
2234
2235 /* Update how the player looks. Use the facing, so direction may
2236 * get reset to zero. This allows for full animation capabilities
2237 * for players.
2238 */
2239 animate_object (op, op->facing);
2240 return 0;
2231} 2241}
2232 2242
2233/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2244 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2246 * the new speed values for commands.
2237 * 2247 *
2238 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do.
2239 */ 2249 */
2250int
2240int handle_newcs_player(object *op) 2251handle_newcs_player (object *op)
2241{ 2252{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2254 {
2259 flee_player(op); 2255 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2256 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2262 op->speed_left--; 2259 op->speed_left--;
2263 return 0; 2260 return 0;
2264 } 2261 }
2265 } 2262 }
2266 2263
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2264 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2265 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2266 * called, so we recheck it here.
2282 */ 2267 */
2283 HandleClient(&op->contr->socket, op->contr); 2268 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2269 return 1;
2285 2270
2271 if (op->speed_left > 0)
2272 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 {
2287 /* All move commands take 1 tick, at least for now */ 2275 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2276 op->speed_left--;
2289 2277
2290 /* Instead of all the stuff below, let move_player take care 2278 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2279 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2280 * there, as well as the confusion stuff.
2293 */ 2281 */
2294 move_player(op, op->direction); 2282 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2283
2296 else return 0; 2284 return op->speed_left > 0;
2285 }
2297 } 2286 }
2287
2288 return 0;
2289}
2290
2291int
2292save_life (object *op)
2293{
2294 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2295 return 0;
2299}
2300 2296
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2298 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2299 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2300 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2301 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2302
2312 query_name(tmp));
2313 if (op->contr) 2303 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2304 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2305
2316 free_object(tmp); 2306 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2308
2318 if(op->stats.hp<0) 2309 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2310 op->stats.hp = op->stats.maxhp;
2311
2320 if(op->stats.food<0) 2312 if (op->stats.food < 0)
2321 op->stats.food = 999; 2313 op->stats.food = 999;
2322 fix_player(op); 2314
2315 op->update_stats ();
2323 return 1; 2316 return 1;
2324 } 2317 }
2318
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2319 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2321 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2322 return 0;
2329} 2323}
2330 2324
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2325/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2326 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2327 * function will descend into containers. op is the object to start the search
2334 * from. 2328 * from.
2335 */ 2329 */
2330void
2336void remove_unpaid_objects(object *op, object *env) 2331remove_unpaid_objects (object *op, object *env)
2337{ 2332{
2338 object *next;
2339
2340 while (op) { 2333 while (op)
2334 {
2341 next=op->below; /* Make sure we have a good value, in case 2335 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2336
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2337 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2338 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2339 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2340 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2341
2342 op->insert_at (env);
2351 } 2343 }
2344 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2345 remove_unpaid_objects (op->inv, env);
2346
2353 op=next; 2347 op = next;
2354 } 2348 }
2355} 2349}
2356
2357 2350
2358/* 2351/*
2359 * Returns pointer a static string containing gravestone text 2352 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2353 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2354 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2355 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2356 * but there isn't one in the server directory.
2364 */ 2357 */
2358char *
2365char *gravestone_text (object *op) 2359gravestone_text (object *op)
2366{ 2360{
2367 static char buf2[MAX_BUF]; 2361 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2362 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2363 time_t now = time (NULL);
2370 2364
2371 strcpy (buf2, " R.I.P.\n\n"); 2365 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2366 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2367 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2368 else
2375 sprintf (buf, "%s\n", op->name); 2369 sprintf (buf, "%s\n", &op->name);
2370
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2372 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2374 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2375 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2376 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2377
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2379 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2380 if (op->type == PLAYER)
2381 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2382 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2383 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2384 strcat (buf2, buf);
2388 } 2385 }
2386
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2389 strcat (buf2, buf);
2390
2392 return buf2; 2391 return buf2;
2393} 2392}
2394 2393
2395 2394void
2396
2397void do_some_living(object *op) { 2395do_some_living (object *op)
2396{
2398 int last_food=op->stats.food; 2397 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2398 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2399 int over_hp, over_sp, over_grace;
2401 int i; 2400 int i;
2402 int rate_hp = 1200; 2401 int rate_hp = 1200;
2403 int rate_sp = 2500; 2402 int rate_sp = 2500;
2404 int rate_grace = 2000; 2403 int rate_grace = 2000;
2405 const int max_hp = 1; 2404 const int max_hp = 1;
2406 const int max_sp = 1; 2405 const int max_sp = 1;
2407 const int max_grace = 1; 2406 const int max_grace = 1;
2408 2407
2409 if (op->contr->outputs_sync) { 2408 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2409 {
2411 if (op->contr->outputs[i].buf!=NULL && 2410 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2411 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2412 * depending on the value of invisible, so we need to
2413 * alternate it here for it to work correctly.
2414 */
2415 if (pticks & 2)
2416 op->invisible--;
2414 } 2417 }
2418 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2419 {
2420 if (!op->invisible--)
2421 {
2422 make_visible (op);
2423 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2424 }
2425 }
2415 2426
2416 if(op->contr->state==ST_PLAYING) { 2427 if (op->contr->ns->state == ST_PLAYING)
2417 2428 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2429 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2430 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2431 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2432 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2433 else
2434 {
2423 gen_hp = op->stats.maxhp; 2435 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2436 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2437 }
2438
2426 if(op->contr->gen_sp >= 0 ) 2439 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2440 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2441 else
2442 {
2429 gen_sp = op->stats.maxsp; 2443 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2444 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2445 }
2446
2432 if(op->contr->gen_grace >= 0) 2447 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2448 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2449 else
2450 {
2435 gen_grace = op->stats.maxgrace; 2451 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2452 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2453 }
2438 2454
2439 /* Regenerate Spell Points */ 2455 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2456 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2457 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2459 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2460 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2461 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2462 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2465 op->stats.food--;
2466 if (op->contr->digestion < 0)
2467 op->stats.food += op->contr->digestion;
2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2469 op->stats.food = last_food;
2463 } 2470 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2471 }
2472
2473 if (max_sp > 1)
2474 {
2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488 op->last_sp = 0;
2489 }
2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 }
2487 } else { 2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2499 if (--op->last_grace < 0)
2500 {
2501 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503
2504 if (max_grace > 1)
2505 {
2506 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2507 if (over_grace > 0)
2508 {
2509 op->stats.sp += over_grace
2510 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2511 op->last_grace = 0;
2512 }
2513 else
2514 {
2515 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2516 }
2517 }
2518 else
2519 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2521 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2522 /* wearing stuff doesn't detract from grace generation. */
2491 } 2523 }
2492 2524
2493 /* Regenerate Hit Points */ 2525 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2526 if (--op->last_heal < 0)
2527 {
2495 if(op->stats.hp<op->stats.maxhp) { 2528 if (op->stats.hp < op->stats.maxhp)
2529 {
2496 op->stats.hp++; 2530 op->stats.hp++;
2497 /* dms do not consume food */ 2531 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2532 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2533 {
2534 op->stats.food--;
2500 if(op->contr->digestion<0) 2535 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2536 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2537 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2538 op->stats.food = last_food;
2539 }
2540 }
2541
2542 if (max_hp > 1)
2543 {
2544 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2545 if (over_hp > 0)
2546 {
2547 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2548 op->last_heal = 0;
2549 }
2550 else
2551 {
2552 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 }
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2505 } 2559 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2560
2521 /* Digestion */ 2561 /* Digestion */
2522 if(--op->last_eat<0) { 2562 if (--op->last_eat < 0)
2563 {
2523#ifdef COZY_SERVER 2564#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2565 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2566 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2567#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2569#endif
2531 2570
2532 if(op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2573 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2536 /* dms do not consume food */ 2576 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2578 op->stats.food--;
2539 } 2579 }
2540 2580
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 {
2542 object *tmp, *flesh=NULL; 2583 object *tmp, *flesh = 0;
2543 2584
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2592 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2594 break;
2551 } 2595 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2596 else if (tmp->type == FLESH)
2597 flesh = tmp;
2553 } /* End if paid for object */ 2598 } /* End if paid for object */
2554 } /* end of for loop */ 2599 } /* end of for loop */
2600
2555 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2602 * eat flesh instead.
2557 */ 2603 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2607 manual_apply (op, flesh, 0);
2561 } 2608 }
2562 } /* end if player is starving */ 2609 }
2563 2610
2564 while(op->stats.food<0&&op->stats.hp>0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2566 2613
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2615 kill_player (op);
2616 }
2569} 2617}
2570
2571
2572 2618
2573/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2622 * file.
2577 */ 2623 */
2624void
2578void kill_player(object *op) 2625kill_player (object *op)
2579{ 2626{
2580 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2581 int x,y,i; 2628 int x, y;
2629
2630 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2632
2583 int z; 2633 /* int z;
2584 int num_stats_lose; 2634 int num_stats_lose;
2585 int lost_a_stat; 2635 int lost_a_stat;
2586 int lose_this_stat; 2636 int lose_this_stat;
2587 int this_stat; 2637 int this_stat; */
2588 int will_kill_again; 2638 int will_kill_again;
2589 archetype *at; 2639 archetype *at;
2590 object *tmp; 2640 object *tmp;
2591 2641
2592 if(save_life(op)) 2642 if (save_life (op))
2593 return; 2643 return;
2594 2644
2595 2645
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2648 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2649 */
2600 if (op_on_battleground(op, &x, &y)) { 2650 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2651 {
2602 "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2654
2605
2606 /* restore player */ 2655 /* restore player */
2607 at = find_archetype("poisoning"); 2656 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2658 {
2610 remove_ob(tmp); 2659 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2665 {
2614 2666 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2668 }
2622 2669
2623 cure_disease(op,0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2672 if (op->stats.food <= 0)
2626 2673 op->stats.food = 999;
2674
2627 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2677 {
2631 sprintf(buf,"%s's finger",op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2679 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2683 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2684 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2687 }
2688
2644 /* teleport defeated player to new destination*/ 2689 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2691 op->contr->braced = 0;
2647 return; 2692 return;
2648 } 2693 }
2649 2694
2650 INVOKE_PLAYER (DEATH, op->contr); 2695 INVOKE_PLAYER (DEATH, op->contr);
2651 2696
2652 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2653 2698
2654 if(op->stats.food<0) { 2699 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2700 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2702 strcpy (op->contr->killer, "starvation");
2663 } 2703 }
2664 else { 2704 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2705 sprintf (buf, "%s died.", &op->name);
2672 } 2706
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2708
2675 /* save the map location for corpse, gravestone*/ 2709 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2677 2713
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
2683 */ 2717 */
2684 2718
2685 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2721 * of death.
2688 */ 2722 */
2689#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2724 if (settings.balanced_stat_loss)
2725 {
2691 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2728 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2731 little bit harder. */
2697 /* GD */ 2732 /* GD */
2698 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2734 num_stats_lose = 1;
2704 } 2735 else
2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
2739 num_stats_lose = 1;
2740
2705 lost_a_stat = 0; 2741 lost_a_stat = 0;
2706 2742
2707 for (z=0; z<num_stats_lose; z++) { 2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2708 i = RANDOM() % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2709 2746
2710 if (settings.stat_loss_on_death) { 2747 if (settings.stat_loss_on_death)
2748 {
2711 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2750 * what he lost.
2713 */ 2751 */
2714 change_attr_value(&(op->stats), i,-1); 2752 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2753 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2757 lost_a_stat = 1;
2720 } else { 2758 }
2759 else
2760 {
2721 /* deplete a stat */ 2761 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2762 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2724 2767 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2768 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2769 insert_ob_in_ob (dep, op);
2729 } 2770 }
2730 lose_this_stat = 1; 2771 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2772 if (settings.balanced_stat_loss)
2773 {
2732 /* GD */ 2774 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2775 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2776 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2777 if (this_stat < 0)
2778 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2780 int keep_chance = this_stat * this_stat;
2781
2738 /* Yes, I am paranoid. Sue me. */ 2782 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2783 if (keep_chance < 1)
2740 keep_chance = 1; 2784 keep_chance = 1;
2741 2785
2742 /* There is a maximum depletion total per level. */ 2786 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2744 lose_this_stat = 0; 2789 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2791 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2792 }
2756 } 2793 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2794 {
2766 if (this_stat>=-50) { 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2800 }
2773 } 2801 }
2774 } 2802 }
2775 } 2803
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2778 { 2814 {
2779 /* determine_god() seems to not work sometimes... why is this? 2815 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2816 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2818 op->update_stats ();
2785 " you.", god); 2819 lost_a_stat = 1;
2786 else 2820 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2821 }
2822 }
2823 }
2824 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat)
2826 {
2827 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */
2829 const char *god = determine_god (op);
2830
2831 if (god && (strcmp (god, "none")))
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2833 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2838#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2839
2794 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2841 * exp loss on the stone.
2796 */ 2842 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2845 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2847 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2848 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);
2803 "who was killed\n" 2849 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2850 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2852
2811 /**************************************/ 2853 /**************************************/
2812 /* */ 2854 /* */
2813 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
2816 /* */ 2858 /* */
2817 /**************************************/ 2859 /**************************************/
2818 2860
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2861 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2862 /* restore player */
2821 at = find_archetype("poisoning"); 2863 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2864 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2865
2824 remove_ob(tmp); 2866 if (tmp)
2825 free_object(tmp); 2867 {
2868 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2870 }
2828 2871
2829 at = find_archetype("confusion"); 2872 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2874 if (tmp)
2832 remove_ob(tmp); 2875 {
2833 free_object(tmp); 2876 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2878 }
2879
2836 cure_disease(op,0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
2837 2881
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2883 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2889
2845 /* 2890 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
2848 * in the map. 2893 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2853 2895
2854 /****************************************/ 2896 /****************************************/
2855 /* */ 2897 /* */
2856 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2858 /* */ 2900 /* */
2859 /****************************************/ 2901 /****************************************/
2860 2902
2861 enter_player_savebed(op); 2903 enter_player_savebed (op);
2862 2904
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2905 op->contr->braced = 0;
2867 save_player(op,1);
2868 2906
2869 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2910 * on the space that might harm the player.
2873 */ 2911 */
2874 will_kill_again=0; 2912 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
2878 } 2916
2879 if (will_kill_again) { 2917 if (will_kill_again)
2918 {
2880 object *force; 2919 object *force;
2881 int at; 2920 int at;
2882 2921
2883 force=get_archetype(FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2924 force->speed = 0.1;
2886 force->speed_left=-5.0; 2925 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2927 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2929 force->resist[at] = 100;
2930
2931 insert_ob_in_ob (force, op);
2932 op->update_stats ();
2933
2934 }
2935
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937}
2938
2939void
2940loot_object (object *op)
2941{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next;
2943
2944 op->close_container (); /* close open sack first */
2945
2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
2948 next = tmp->below;
2949
2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
2954 tmp->x = op->x, tmp->y = op->y;
2955
2956 if (tmp->type == CONTAINER)
2957 loot_object (tmp); /* empty container to ground */
2958
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
2961 if (tmp->nrof > 1)
2962 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2966 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2967 else
2950 delete_character(op->name,1); 2968 tmp->destroy ();
2951 } 2969 }
2952 } 2970 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2971 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2972 }
2997} 2973}
2998 2974
2999/* 2975/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2978 * was changed.
3003 */ 2979 */
3004 2980void
3005void fix_weight(void) { 2981fix_weight (void)
3006 player *pl; 2982{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2983 for_all_players (pl)
2984 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
3009 if(old == sum) 2987 if (old == sum)
3010 continue; 2988 continue;
3011 fix_player(pl->ob); 2989 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2991 }
3015} 2992}
3016 2993
2994void
3017void fix_luck(void) { 2995fix_luck (void)
3018 player *pl; 2996{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2997 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2999 pl->ob->change_luck (0);
3022} 3000}
3023
3024 3001
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3028 */ 3005 */
3029
3030void 3006void
3031cast_dust (object * op, object * throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3032{ 3008{
3033 object *skop, *spob; 3009 object *skop, *spob;
3034 3010
3035 skop = find_skill_by_name (op, throw_ob->skill); 3011 skop = find_skill_by_name (op, throw_ob->skill);
3036 3012
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3015 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3017 return;
3043 } 3018 }
3044 3019
3045 spob = throw_ob->inv; 3020 spob = throw_ob->inv;
3046 3021
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3022 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3023 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3024 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3025 if (!spob)
3051 { 3026 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3027 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3028 return;
3055 } 3029 }
3056 3030
3057 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3033
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3035
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3037}
3066 3038
3039void
3067void make_visible (object *op) { 3040make_visible (object *op)
3041{
3068 op->hide = 0; 3042 op->hide = 0;
3069 op->invisible = 0; 3043 op->invisible = 0;
3070 if(op->type==PLAYER) { 3044 if (op->type == PLAYER)
3045 {
3071 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3047 op->contr->invis_race = 0;
3073 } 3048 }
3049
3074 update_object(op,UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3075} 3051}
3076 3052
3053int
3077int is_true_undead(object *op) { 3054is_true_undead (object *op)
3078 object *tmp=NULL; 3055{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3081 3058
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3059 return 0;
3087} 3060}
3088 3061
3089/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3064 * indicate greater hideability.
3092 */ 3065 */
3093 3066
3067int
3094int hideability(object *ob) { 3068hideability (object *ob)
3069{
3095 int i,level=0, mflag; 3070 int i, level = 0, mflag;
3096 sint16 x,y; 3071 sint16 x, y;
3097 3072
3098 if(!ob||!ob->map) return 0; 3073 if (!ob || !ob->map)
3074 return 0;
3099 3075
3100 /* so, on normal lighted maps, its hard to hide */ 3076 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3077 level = ob->map->darkness - 2;
3102 3078
3103 /* this also picks up whether the object is glowing. 3079 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3080 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3081 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3107 3084
3108 /* scan through all nearby squares for terrain to hide in */ 3085 /* scan through all nearby squares for terrain to hide in */
3109 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 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3094 level += 2;
3114 else /* open terrain! */ 3095 else /* open terrain! */
3115 level -= 1; 3096 level -= 1;
3116 } 3097 }
3117 3098
3118#if 0 3099#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3101#endif
3121 return level; 3102 return level;
3122} 3103}
3123 3104
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3105/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3106 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3107 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3109 */
3129 3110
3111void
3130void do_hidden_move (object *op) { 3112do_hidden_move (object *op)
3113{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3115 object *skop;
3133 3116
3134 if(!op || !op->map) return; 3117 if (!op || !op->map)
3118 return;
3135 3119
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3121
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3123 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3124 if (!skop || num >= skop->level)
3125 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 3127 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3128 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3129 }
3130 else
3131 num += 20;
3132
3133 num += op->map->difficulty;
3134 hide = hideability (op); /* modify by terrain hidden level */
3135 num -= hide;
3136
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3139 make_visible (op);
3140 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 }
3154 else if (op->type == PLAYER && skop) { 3143 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3145}
3158 3146
3159/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3160 3148
3149int
3161int stand_near_hostile( object *who ) { 3150stand_near_hostile (object *who)
3151{
3162 object *tmp=NULL; 3152 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3154 maptile *m;
3165 sint16 x,y; 3155 sint16 x, y;
3166 3156
3167 if(!who) return 0; 3157 if (!who)
3158 return 0;
3168 3159
3169 if(who->type==PLAYER) player=1; 3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3165
3172 /* search adjacent squares */ 3166 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3167 for (i = 1; i < 9; i++)
3168 {
3174 x = who->x+freearr_x[i]; 3169 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3170 y = who->y + freearr_y[i];
3176 m = who->map; 3171 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3173 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3174 * blocked, don't need to check this space.
3180 */ 3175 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3179 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3180
3185 if((player||friendly) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3189 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3190 }
3194 } 3191 }
3195 } 3192 }
3196 return 0; 3193 return 0;
3197} 3194}
3198 3195
3199/* check the player los field for viewability of the 3196/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3197 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3198 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3206 * -b.t.
3210 * This function is now map tiling safe. 3207 * This function is now map tiling safe.
3211 */ 3208 */
3212 3209
3210int
3213int player_can_view (object *pl,object *op) { 3211player_can_view (object *pl, object *op)
3212{
3214 rv_vector rv; 3213 rv_vector rv;
3215 int dx,dy; 3214 int dx, dy;
3216 3215
3217 if(pl->type!=PLAYER) { 3216 if (pl->type != PLAYER)
3217 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3219 return -1;
3220 } 3220 }
3221 if (!pl || !op) return 0;
3222 3221
3223 if(op->head) { op = op->head; } 3222 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3247} 3251}
3248 3252
3249/* routine for both players and monsters. We call this when 3253/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3254 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3255 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3256 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3257 * return 0.
3254 */ 3258 */
3259int
3255int action_makes_visible (object *op) { 3260action_makes_visible (object *op)
3261{
3256 3262
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3266 return 0;
3260 3267
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3262 3270
3263 /* If monsters, they should become visible */ 3271 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3275 return 1;
3267 } 3276 }
3268 } 3277 }
3269 return 0; 3278 return 0;
3270} 3279}
3271 3280
3272/* op_on_battleground - checks if the given object op (usually 3281/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3282 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3284 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3285 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3286 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3288 */
3289int
3280int op_on_battleground (object *op, int *x, int *y) { 3290op_on_battleground (object *op, int *x, int *y)
3291{
3281 object *tmp; 3292 object *tmp;
3282 3293
3283 /* A battleground-tile needs the following attributes to be valid: 3294 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3297 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3298 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3299 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3306 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3307 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3296 object *invtmp; 3310 object *invtmp;
3311
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3313 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3300 if (x != NULL && y != NULL) 3316 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3318 return 1;
3319 }
3303 } 3320 }
3304 } 3321 }
3305 }
3306 if (x != NULL && y != NULL) 3322 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3324 return 1;
3325 }
3309 } 3326 }
3310 }
3311 } 3327 }
3312 /* If we got here, did not find a battleground */ 3328 /* If we got here, did not find a battleground */
3313 return 0; 3329 return 0;
3314} 3330}
3315 3331
3316/* 3332/*
3320 * attributes: 3336 * attributes:
3321 * object *who the dragon player 3337 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3338 * int atnr the attack-number of the ability focus
3323 * int level ability level 3339 * int level ability level
3324 */ 3340 */
3341void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3342dragon_ability_gain (object *who, int atnr, int level)
3343{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3344 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3345 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3346 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3347 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3349 int i = 0, j = 0;
3332 3350
3333 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3342 3360
3343 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3362 return;
3363
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365
3366 if (!tr || !tr->item)
3367 {
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return;
3370 }
3371
3372 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone);
3374
3375 if (item->type == SPELL)
3376 {
3377 if (check_spell_known (who, item->name))
3344 return; 3378 return;
3345 3379
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3381 do_learn_spell (who, item, 0);
3348 3382 return;
3349 if (tr == NULL || tr->item == NULL) { 3383 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3384
3385 /* grant direct spell */
3386 if (item->type == SPELLBOOK)
3387 {
3388 if (!item->inv)
3389 {
3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3391 return;
3392 }
3393 if (check_spell_known (who, item->inv->name))
3351 return; 3394 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3395 if (item->invisible)
3396 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3398 do_learn_spell (who, item->inv, 0);
3378 return; 3399 return;
3379 } 3400 }
3380 } 3401 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3383 3406
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3407 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3408 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3409 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3410 * but not all of them, he gets nothing.
3388 */ 3411 */
3389 if (!(skop->attacktype & item->attacktype)) { 3412 if (!(skop->attacktype & item->attacktype))
3413 {
3390 /* Give new attacktype */ 3414 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3415 skop->attacktype |= item->attacktype;
3392 3416
3393 /* always add physical if there's none */ 3417 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3418 skop->attacktype |= AT_PHYSICAL;
3395 3419
3396 if (item->msg != NULL) 3420 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3422
3399 /* Give player new face */ 3423 /* Give player new face */
3400 if (item->animation_id) { 3424 if (item->animation_id)
3425 {
3401 who->face = skop->face; 3426 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3427 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3428 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3429 who->last_anim = 0;
3405 who->state = 0; 3430 who->state = 0;
3406 animate_object(who, who->direction); 3431 animate_object (who, who->direction);
3407 } 3432 }
3408 } 3433 }
3409 } 3434 }
3410 } 3435 }
3411 else if (item->type == FORCE) { 3436 else if (item->type == FORCE)
3437 {
3412 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3439 object *skin;
3440
3414 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3444 ;
3418 3445
3446 if (!skin)
3447 return;
3448
3419 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3453
3423 /* print message */ 3454 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3455 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3457 {
3426 if(item->path_attuned & (1<<i)) { 3458 if (item->path_attuned & (1 << i))
3459 {
3427 if (j) 3460 if (j)
3428 strcat(buf," and "); 3461 strcat (buf, " and ");
3429 else 3462 else
3430 j = 1; 3463 j = 1;
3431 strcat(buf, spellpathnames[i]); 3464 strcat (buf, spellpathnames[i]);
3432 } 3465 }
3433 } 3466 }
3434 strcat(buf,"."); 3467 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3469 }
3437 3470
3438 /* evtl. adding flags: */ 3471 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3473 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3475 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3478
3446 /* print message if there is one */ 3479 /* print message if there is one */
3447 if (item->msg != NULL) 3480 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3449 } 3484 {
3450 else {
3451 /* generate misc. treasure */ 3485 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3486 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3488 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3490 esrv_send_item (who, tmp);
3457 } 3491 }
3458} 3492}
3459 3493
3460/** 3494/**
3461 * Unready an object for a player. This function does nothing if the object was 3495 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3496 * not readied.
3463 */ 3497 */
3498void
3464void player_unready_range_ob(player *pl, object *ob) { 3499player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3500{
3466
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3501 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3468 if (pl->ranges[i] == ob) { 3502 if (pl->ranges[i] == ob)
3503 {
3469 pl->ranges[i] = NULL; 3504 pl->ranges[i] = 0;
3470 if (pl->shoottype == i) { 3505 if (pl->shoottype == i)
3471 pl->shoottype = range_none; 3506 pl->shoottype = range_none;
3472 }
3473 } 3507 }
3474 }
3475} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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