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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 1.122 by root, Wed May 9 11:32:31 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>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
114 return; 178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
115 } 243 {
116 rules[0]='\0'; 244 object *tmp, *abil = 0, *skin = 0;
117 size=0; 245
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 246 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 247 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 248
121 if (size + strlen(buf)>=HUGE_BUF) 249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
122 { 266 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 267 case WAND:
124 break; 268 case ROD:
125 } 269 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 270 case BOW:
127 size+=strlen(buf); 271 case SKILL:
128 } 272 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 273 case WEAPON:
130 close_and_delete(fp, comp); 274 fprintf (stderr, "applied<%s>\n", &op->name);//D
131} 275 apply_special (ob, op, AP_UNAPPLY);
132 276 apply_special (ob, op, AP_APPLY);
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 277 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 278 }
171 } 279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294}
295
296void
297player::disconnect ()
298{
299 if (ns)
172 300 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 301 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 303
181int playername_ok(const char *cp) { 304 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 305
185 for(;*cp!='\0';cp++) 306 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 307 ns->pl = 0;
187 return 0; 308 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 309 }
227 310
228 /* Clears basically the entire player structure except 311 if (ob)
229 * for next and socket. 312 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 313
314 deactivate ();
315}
316
317// the need for this function can be explained
318// by load_object not returning the object
319void
320player::set_object (object *op)
321{
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328}
329
330player::player ()
331{
234 /* There are some elements we want initialized to non zero value - 332 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 333 * we deal with that below this point.
236 */ 334 */
237 p->party=NULL; 335 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 336 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 338
243#ifdef AUTOSAVE 339 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 340
245#endif 341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348}
349
350void
351player::do_destroy ()
352{
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
246 358 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 359 ob->destroy_inv (false);
360 ob->destroy ();
248 361 }
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} 362}
300 363
301 364player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 365{
305 strcpy(op->contr->maplevel, first_map_path); 366 /* Clear item stack */
306 op->x = -1; 367 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 368}
310 369
311/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
313 * mode. 372 * mode.
314 */ 373 */
374player *
375player::create ()
376{
377 player *pl = new player;
315 378
316int add_player(NewSocket *ns) { 379 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 380
319 p=get_player(NULL); 381 pl->ob->roll_stats ();
320 p->socket = *ns; 382 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 383 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 384
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); 385 set_first_map (pl->ob);
331 386
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; 387 return pl;
339} 388}
340 389
341/* 390/*
342 * get_player_archetype() return next player archetype from archetype 391 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 392 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 393 * Note: there MUST be at least one player archetype!
345 */ 394 */
395archetype *
346archetype *get_player_archetype(archetype* at) 396get_player_archetype (archetype *at)
347{ 397{
348 archetype *start = at; 398 archetype *start = at;
399
349 for (;;) { 400 for (;;)
401 {
350 if (at==NULL || at->next==NULL) 402 if (at == NULL || at->next == NULL)
351 at=first_archetype; 403 at = first_archetype;
352 else 404 else
353 at=at->next; 405 at = at->next;
406
354 if(at->clone.type==PLAYER) 407 if (at->clone.type == PLAYER)
355 return at; 408 return at;
409
356 if (at == start) { 410 if (at == start)
411 {
357 LOG (llevError, "No Player archetypes\n"); 412 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 413 exit (-1);
359 } 414 }
360 } 415 }
361} 416}
362 417
363 418object *
364object *get_nearest_player(object *mon) { 419get_nearest_player (object *mon)
420{
365 object *op = NULL; 421 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 422 objectlink *ol;
368 unsigned lastdist; 423 unsigned lastdist;
369 rv_vector rv; 424 rv_vector rv;
370 425
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
427 {
372 /* We should not find free objects on this friendly list, but it 428 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 429 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 430 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 431 * list is also free, so encapsulate this in a while loop.
376 */ 432 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 433 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
434 {
378 object *tmp=ol->ob; 435 object *tmp = ol->ob;
379 436
380 /* Can't do much more other than log the fact, because the object 437 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 438 * itself will have been cleared.
382 */ 439 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
384 ol = ol->next; 442 ol = ol->next;
385 remove_friendly_object(tmp); 443 remove_friendly_object (tmp);
444 if (!ol)
386 if (!ol) return op; 445 return op;
387 } 446 }
388 447
389 /* Remove special check for player from this. First, it looks to cause 448 /* 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 449 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 450 * 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 451 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 452 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 453 * on_same_map check, as can_detect_enemy also does this
395 */ 454 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 455 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 456 continue;
398 457
399 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
459 {
400 op=ol->ob; 460 op = ol->ob;
401 lastdist=rv.distance; 461 lastdist = rv.distance;
402 } 462 }
403 } 463 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 464
465 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 466 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 467 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 468 {
412 } 469 op = pl->ob;
470 lastdist = rv.distance;
471 }
472
413#if 0 473#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 475#endif
416 return op; 476 return op;
417} 477}
418 478
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 479/* 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 480 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 481 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 495 * 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 496 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 497 * is probably not a good thing.
438 */ 498 */
439#define MAX_SPACES 50 499#define MAX_SPACES 50
440
441 500
442/* 501/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 502 * 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 503 * 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 504 * 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. 517 * 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, 518 * 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 519 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 520 * is blocking itself.
462 */ 521 */
522int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 523path_to_player (object *mon, object *pl, unsigned mindiff)
524{
464 rv_vector rv; 525 rv_vector rv;
465 sint16 x,y; 526 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 527 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 528 maptile *m, *lastmap;
468 529
469 get_rangevector(mon, pl, &rv, 0); 530 get_rangevector (mon, pl, &rv, 0);
470 531
471 if (rv.distance<mindiff) return 0; 532 if (rv.distance < mindiff)
533 return 0;
472 534
473 x=mon->x; 535 x = mon->x;
474 y=mon->y; 536 y = mon->y;
475 m=mon->map; 537 m = mon->map;
476 dir = rv.direction; 538 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 539 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); 540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
479 /* If we can't solve it within the search distance, return now. */ 542 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 543 if (diff > max)
544 return 0;
545
481 while (diff >1 && max>0) { 546 while (diff > 1 && max > 0)
547 {
482 lastx = x; 548 lastx = x;
483 lasty = y; 549 lasty = y;
484 lastmap = m; 550 lastmap = m;
485 x = lastx + freearr_x[dir]; 551 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 552 y = lasty + freearr_y[dir];
487 553
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 554 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); 555 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 556
491 /* Space is blocked - try changing direction a little */ 557 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 558 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)))) { 559 && (m == mon->map && blocked_link (mon, m, x, y))))
560 {
494 /* recalculate direction from last good location. Possible 561 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 562 * we were not traversing ideal location before.
496 */ 563 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 564 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 565 if (rv.direction != dir)
566 {
499 /* OK - says direction should be different - lets reset the 567 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 568 * the values so it will try again.
501 */ 569 */
502 x = lastx; 570 x = lastx;
503 y = lasty; 571 y = lasty;
504 m = lastmap; 572 m = lastmap;
505 dir = firstdir = rv.direction; 573 dir = firstdir = rv.direction;
574 }
506 } else { 575 else
576 {
507 /* direct path is blocked - try taking a side step to 577 /* direct path is blocked - try taking a side step to
508 * either the left or right. 578 * either the left or right.
509 * Note increase the values in the loop below to be 579 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 580 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 581 * 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 582 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 583 * stepping back and forth
514 */ 584 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 585 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
586 {
587 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 588 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 589 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 590 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 591 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 592 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 593 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 594 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 595 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 596 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 597 * the last direction the creature has successfully
526 * moved. 598 * moved.
527 */ 599 */
528 600
529 x = lastx + freearr_x[absdir(lastdir+i)]; 601 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 602 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 603 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 604 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 605 if (mflags & P_OUT_OF_MAP)
606 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 607 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 608 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
609 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 610 if (mflags & P_BLOCKSVIEW)
611 continue;
537 612
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 613 if (m == mon->map && blocked_link (mon, m, x, y))
614 break;
539 } 615 }
540 /* go through entire loop without finding a valid 616 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 617 * sidestep to take - thus, no valid path.
542 */ 618 */
543 if (i==(DETOUR_AMOUNT+1)) 619 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 620 return 0;
545 diff--; 621 diff--;
546 lastdir=dir; 622 lastdir = dir;
547 max--; 623 max--;
548 if (!firstdir) firstdir = dir+i; 624 if (!firstdir)
625 firstdir = dir + i;
549 } /* else check alternate directions */ 626 } /* else check alternate directions */
550 } /* if blocked */ 627 } /* if blocked */
551 else { 628 else
629 {
552 /* we moved towards creature, so diff is less */ 630 /* we moved towards creature, so diff is less */
553 diff--; 631 diff--;
554 max--; 632 max--;
555 lastdir=dir; 633 lastdir = dir;
634 if (!firstdir)
556 if (!firstdir) firstdir = dir; 635 firstdir = dir;
636 }
637
638 if (diff <= 1)
557 } 639 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 640 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 641 * headed toward player for entire distance.
561 */ 642 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 643 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); 644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 645 }
565 if (diff>max) return 0; 646
647 if (diff > max)
648 return 0;
566 } 649 }
650
567 /* If we reached the max, didn't find a direction in time */ 651 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 652 if (!max)
653 return 0;
569 654
570 return firstdir; 655 return firstdir;
571} 656}
572 657
658void
573void give_initial_items(object *pl,treasurelist *items) { 659give_initial_items (object *pl, treasurelist * items)
660{
574 object *op,*next=NULL; 661 object *op, *next = NULL;
575 662
576 if(pl->randomitems!=NULL) 663 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 664 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 665
579 for (op=pl->inv; op; op=next) { 666 for (op = pl->inv; op; op = next)
667 {
580 next = op->below; 668 next = op->below;
581 669
582 /* Forces get applied per default, unless they have the 670 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 671 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 672 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 673 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 674 SET_FLAG (op, FLAG_APPLIED);
587 675
588 /* we never give weapons/armour if these cannot be used 676 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 677 * by this player due to race restrictions
590 */ 678 */
591 if (pl->type == PLAYER) { 679 if (pl->type == PLAYER)
680 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 681 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 682 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 683 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 684 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 685 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 } 686 {
602 } 687 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; 688 continue;
622 } 689 }
623 if (op->nrof > 1) op->nrof = 1; 690 }
691
692 /* This really needs to be better - we should really give
693 * a substitute spellbook. The problem is that we don't really
694 * have a good idea what to replace it with (need something like
695 * a first level treasurelist for each skill.)
696 * remove duplicate skills also
697 */
698 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 699 {
700 object *tmp;
625 701
702 for (tmp = op->below; tmp; tmp = tmp->below)
703 if (tmp->type == op->type && tmp->name == op->name)
704 break;
705
706 if (tmp)
707 {
708 op->destroy ();
709 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
710 continue;
711 }
712
713 if (op->nrof > 1)
714 op->nrof = 1;
715 }
716
626 if (op->type == SPELLBOOK && op->inv) { 717 if (op->type == SPELLBOOK && op->inv)
718 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 719 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 720 }
629 721
630 /* Give starting characters identified, uncursed, and undamned 722 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 723 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 724 * merged properly.
633 */ 725 */
634 if (need_identify(op)) { 726 if (need_identify (op))
727 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 728 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 729 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 730 CLEAR_FLAG (op, FLAG_DAMNED);
731 }
732 if (op->type == SPELL)
638 } 733 {
639 if(op->type==SPELL) { 734 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 735 continue;
736 }
737 else if (op->type == SKILL)
643 } 738 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 739 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 740 op->stats.exp = 0;
647 op->level = 1; 741 op->level = 1;
648 } 742 }
649 /* lock all 'normal items by default */ 743 /* lock all 'normal items by default */
744 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 745 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 746 } /* for loop of objects in player inv */
652 747
653 /* Need to set up the skill pointers */ 748 /* Need to set up the skill pointers */
654 link_player_skills(pl); 749 link_player_skills (pl);
655} 750}
656 751
657void get_name(object *op) { 752void
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) { 753get_party_password (object *op, partylist *party)
754{
734 if (party == NULL) { 755 if (party == NULL)
756 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 758 return;
737 } 759 }
760
738 op->contr->write_buf[0]='\0'; 761 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 763 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 765}
743
744 766
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 767/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
768static int
746int roll_stat(void) { 769roll_stat (void)
770{
747 int a[4],i,j,k; 771 int a[4], i, j, k;
748 772
749 for(i=0;i<4;i++) 773 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 774 a[i] = (int) rndm (6) + 1;
751 775
752 for(i=0,j=0,k=7;i<4;i++) 776 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 777 if (a[i] < k)
754 k=a[i],j=i; 778 k = a[i], j = i;
755 779
756 for(i=0,k=0;i<4;i++) { 780 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 781 if (i != j)
758 k+=a[i]; 782 k += a[i];
759 } 783
760 return k; 784 return k;
761} 785}
762 786
763void roll_stats(object *op) { 787void
764 int sum=0; 788object::roll_stats ()
765 int i = 0, j = 0; 789{
766 int statsort[7]; 790 int statsort [7];
767 791
792 for (;;)
768 do { 793 {
769 op->stats.Str=roll_stat(); 794 int sum = 0;
770 op->stats.Dex=roll_stat(); 795 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 796 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);
780 797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
781 /* Sort the stats so that rerolling is easier... */ 802 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 803 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;
789 804
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]; 805 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 806 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 807 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 808 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 809 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 810 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 811 stats.Cha = statsort[6];
809 812
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; 813 stats.exp = 0;
821 op->stats.ac=0; 814 stats.ac = 0;
822 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
823 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
826 825
827 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 int tmp = get_attr_value (&contr->orig_stats, a);
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836
837 stats.Str = contr->orig_stats.Str;
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
828 op->stats.hp = op->stats.maxhp; 853 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 854 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
831 op->contr->orig_stats=op->stats; 863 contr->orig_stats = stats;
864 }
832} 865}
833 866
834void Roll_Again(object *op) 867static void
868start_info (object *op)
835{ 869{
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]; 870 char buf[MAX_BUF];
844 871
845 if ( op->contr->Swap_First == -1 ) { 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
953 877
954/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
958 * not the class. 882 * not the class.
959 */ 883 */
960 884void
961int key_change_class(object *op, char key) 885player::chargen_race_done ()
962{ 886{
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 */ 887 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
977 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
979 896
980 op->contr->state=ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
981 898
982 if (op->msg) { 899 if (ob->msg)
983 free_string(op->msg); 900 ob->msg = 0;
984 op->msg=NULL;
985 }
986 901
987 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
988 * to save here. 903 * 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 */ 904 */
1029 905 {
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]; 906 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); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 908 make_path_to_file (buf);
1101 next = mp->next; 909 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 910
1103 delete_map(mp); 911 start_info (ob);
1104 } 912 CLEAR_FLAG (ob, FLAG_WIZ);
1105 913 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob);
916 ob->update_stats ();
917
918 /* This moves the player to a different start map, if there
919 * is one for this race
920 */
921 if (*first_map_ext_path)
1107 } 922 {
1108 play_again(op); 923 object *tmp;
1109 return 1; 924 char mapname[MAX_BUF];
1110}
1111 925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else
937 LOG (llevDebug, "first_map_ext_path not set\n");
938}
939
940void
941player::chargen_race_next ()
942{
943 /* Following actually changes the race - this is the default command
944 * if we don't match with one of the options above.
945 */
946
947 do
948 {
949 shstr name = ob->name;
950 int x = ob->x, y = ob->y;
951
952 ob->remove_statbonus ();
953 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob);
956 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name;
959 ob->x = x;
960 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name);
964 ob->add_statbonus ();
965 }
966 while (!allowed_class (ob));
967
968 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, ob, ob);
970 ob->update_stats ();
971 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0;
974}
975
976void
1112void flee_player(object *op) { 977flee_player (object *op)
978{
1113 int dir,diff; 979 int dir, diff;
1114 rv_vector rv; 980 rv_vector rv;
1115 981
1116 if(op->stats.hp < 0) { 982 if (op->stats.hp < 0)
983 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 984 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 if (op->enemy == NULL)
990 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED);
993 return;
994 }
995
996 /* Seen some crashes here. Since we don't store an
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL;
1004 return;
1005 }
1006
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 {
1009 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED);
1011 return;
1012 }
1013
1014 get_rangevector (op, op->enemy, &rv, 0);
1015
1016 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++)
1018 {
1019 int m = 1 - (RANDOM () & 2);
1020
1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1022 return;
1120 } 1023 }
1121 1024
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 */ 1025 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1027 op->enemy = NULL;
1156} 1028}
1157
1158 1029
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* 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 1031 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1032 * stop.
1162 */ 1033 */
1034int
1163int check_pick(object *op) { 1035check_pick (object *op)
1036{
1164 object *tmp, *next; 1037 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1038 int stop = 0;
1167 int j, k, wvratio; 1039 int wvratio;
1168 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1169
1170 1041
1171 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1173 return 1; 1044 return 1;
1174 1045
1175 op_tag = op->count;
1176
1177 next = op->below; 1046 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1047
1181 /* loop while there are items on the floor that are not marked as 1048 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1049 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1050 while (next && !next->destroyed ())
1184 { 1051 {
1185 tmp = next; 1052 tmp = next;
1186 next = tmp->below; 1053 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1054
1190 if (was_destroyed (op, op_tag)) 1055 if (op->destroyed ())
1191 return 0; 1056 return 0;
1192 1057
1193 if ( ! can_pick (op, tmp)) 1058 if (!can_pick (op, tmp))
1194 continue; 1059 continue;
1195 1060
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1062 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1063 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1064 pick_up (op, tmp);
1200 continue; 1065 continue;
1201 } 1066 }
1202 1067
1203 /* high not bit set? We're using the old autopickup model */ 1068 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1069 if (!(op->contr->mode & PU_NEWMODE))
1070 {
1205 switch (op->contr->mode) { 1071 switch (op->contr->mode)
1072 {
1073 case 0:
1206 case 0: return 1; /* don't pick up */ 1074 return 1; /* don't pick up */
1075 case 1:
1207 case 1: pick_up (op, tmp); 1076 pick_up (op, tmp);
1208 return 1; 1077 return 1;
1078 case 2:
1209 case 2: pick_up (op, tmp); 1079 pick_up (op, tmp);
1210 return 0; 1080 return 0;
1081 case 3:
1211 case 3: return 0; /* stop before pickup */ 1082 return 0; /* stop before pickup */
1083 case 4:
1212 case 4: pick_up (op, tmp); 1084 pick_up (op, tmp);
1213 break; 1085 break;
1086 case 5:
1214 case 5: pick_up (op, tmp); 1087 pick_up (op, tmp);
1215 stop = 1; 1088 stop = 1;
1216 break; 1089 break;
1217 case 6: 1090 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1091 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); 1092 pick_up (op, tmp);
1221 break; 1093 break;
1222 1094
1223 case 7: 1095 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1096 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1097 pick_up (op, tmp);
1226 break; 1098 break;
1227 1099
1228 default: 1100 default:
1229 /* use value density */ 1101 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1103 && (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); 1104 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 } 1105 }
1262 } 1106 }
1263 } 1107 else
1108 { /* old model */
1109 /* NEW pickup handling */
1110 if (op->contr->mode & PU_DEBUG)
1111 {
1112 /* some debugging code to figure out item information */
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1265 1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue;
1159
1160 /* ignore known cursed objects */
1161 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1162 continue;
1163
1164 /* all food and drink if desired */
1165 /* question: don't pick up known-poisonous stuff? */
1166 if (op->contr->mode & PU_FOOD)
1167 if (tmp->type == FOOD)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_DRINK)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_POTION)
1181 if (tmp->type == POTION)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL)
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 {
1227 if (tmp->type == MONEY || tmp->type == GEM)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1266#if 0 1359#if 0
1267 /* print the flags too */ 1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1361 if (tmp->name != NULL)
1269 { 1362 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1363 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1364 }
1272 { 1365 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1366 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1367 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1368 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 1369#endif
1279 } 1370 continue;
1280 /* philosophy: 1371 }
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 } 1372 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1373 } /* 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 } 1374 }
1440 } /* the new pickup model */ 1375
1441 }
1442 return ! stop; 1376 return !stop;
1443} 1377}
1444 1378
1445/* 1379/*
1446 * Find an arrow in the inventory and after that 1380 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1381 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1382 * found object is returned.
1449 */ 1383 */
1384object *
1450object *find_arrow(object *op, const char *type) 1385find_arrow (object *op, const char *type)
1451{ 1386{
1452 object *tmp = NULL; 1387 object *tmp = 0;
1453 1388
1454 for(op=op->inv; op; op=op->below) 1389 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1390 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); 1391 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1392 else if (op->type == ARROW && op->race == type)
1459 return op; 1393 return op;
1394
1460 return tmp; 1395 return tmp;
1461} 1396}
1462 1397
1463/* 1398/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1403 */
1469 1404object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1406{
1472 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1474 1409
1475 if (!type) 1410 if (!type)
1476 return NULL; 1411 return NULL;
1477 1412
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1413 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1414 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1415 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1416 {
1481 i = 0; 1417 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1418 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1419 if (i > betterby)
1420 {
1484 tmp = ntmp; 1421 tmp = ntmp;
1485 betterby = i; 1422 betterby = i;
1486 } 1423 }
1424 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1425 else if (arrow->type == ARROW && arrow->race == type)
1426 {
1488 /* allways prefer assasination/slaying */ 1427 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1429 {
1491 if (arrow->attacktype & AT_DEATH) { 1430 if (arrow->attacktype & AT_DEATH)
1431 {
1492 *better = 100; 1432 *better = 100;
1493 return arrow; 1433 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1434 }
1498 } else { 1435 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 } 1436 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1437 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1438 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 } 1439 }
1515 } 1440 }
1441 else
1442 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 {
1445 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1448 {
1449 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1451 }
1452 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 {
1455 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 }
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 {
1460 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 }
1516 } 1463 }
1464 }
1517 } 1465 }
1518 if (tmp == NULL && arrow == NULL) 1466 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1467 return find_arrow (op, type);
1520 1468
1521 *better = betterby; 1469 *better = betterby;
1522 return tmp; 1470 return tmp;
1523} 1471}
1524 1472
1525/* looks in a given direction, finds the first valid target, and calls 1473/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1475 * op = the shooter
1528 * type = bow->race 1476 * type = bow->race
1529 * dir = fire direction 1477 * dir = fire direction
1530 */ 1478 */
1531 1479object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1533{ 1481{
1534 object *tmp = NULL; 1482 object *tmp = NULL;
1535 mapstruct *m; 1483 maptile *m;
1536 int i, mflags, found, number; 1484 int i, mflags, found, number;
1537 sint16 x, y; 1485 sint16 x, y;
1538 1486
1539 if (op->map == NULL) 1487 if (op->map == NULL)
1540 return find_arrow(op, type); 1488 return find_arrow (op, type);
1541 1489
1542 /* do a dex check */ 1490 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1491 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1492 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1493 return find_arrow (op, type);
1546 1494
1547 m = op->map; 1495 m = op->map;
1548 x = op->x; 1496 x = op->x;
1549 y = op->y; 1497 y = op->y;
1550 1498
1551 /* find the first target */ 1499 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1500 for (i = 0, found = 0; i < 20; i++)
1501 {
1553 x += freearr_x[dir]; 1502 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1503 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1504 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 {
1557 tmp = NULL; 1507 tmp = NULL;
1508 break;
1509 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption.
1514 */
1515 tmp = NULL;
1516 break;
1517 }
1518 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1558 break; 1527 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 } 1528 }
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 } 1529 }
1576 if (tmp == NULL) 1530 if (tmp == NULL)
1577 return find_arrow(op, type); 1531 return find_arrow (op, type);
1578 1532
1579 if (tmp->head) 1533 if (tmp->head)
1580 tmp = tmp->head; 1534 tmp = tmp->head;
1581 1535
1582 return find_better_arrow(op, tmp, type, &i); 1536 return find_better_arrow (op, tmp, type, &i);
1583} 1537}
1584 1538
1585/* 1539/*
1586 * Creature fires a bow - op can be monster or player. Returns 1540 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1541 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1544 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1545 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1546 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1547 * player fire modes.
1594 */ 1548 */
1549int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1551{
1598 object *left, *bow; 1552 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1553 int bowspeed, mflags;
1601 mapstruct *m; 1554 maptile *m;
1602 1555
1603 if (!dir) { 1556 if (!dir)
1557 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1559 return 0;
1560 }
1561
1562 if (player *pl = op->contr)
1606 } 1563 {
1607 if (op->type == PLAYER) 1564 bow = pl->ranged_ob;
1608 bow=op->contr->ranges[range_bow]; 1565 op->set_weapon (bow);
1566 }
1609 else { 1567 else
1568 {
1610 for(bow=op->inv; bow; bow=bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* 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. 1571 * don't need to switch back and forth between bows and weapons.
1613 */ 1572 */
1614 if(bow->type==BOW) 1573 if (bow->type == BOW)
1615 break; 1574 break;
1616 1575
1617 if (!bow) { 1576 if (!bow)
1577 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1579 return 0;
1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1620 } 1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1621 } 1589 }
1590
1622 if( !bow->race || !bow->skill) { 1591 if (!bow->race || !bow->skill)
1592 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1594 return 0;
1625 } 1595 }
1626 1596
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1598
1629 /* penalize ROF for bestarrow */ 1599 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1632 if (bowspeed < 1) 1603 if (bowspeed < 1)
1633 bowspeed = 1; 1604 bowspeed = 1;
1634 1605
1635 if (arrow == NULL) { 1606 if (arrow == NULL)
1607 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1608 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 {
1637 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1611 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 */ 1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1613 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1643 return 0; 1616 return 0;
1644 } 1617 }
1645 } 1618 }
1619
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1621 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1622 return 0;
1649 } 1623
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1625 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1627 return 0;
1653 } 1628 }
1654 1629
1655 /* this should not happen, but sometimes does */ 1630 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1631 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1632 {
1658 free_object(arrow); 1633 arrow->destroy ();
1659 return 0; 1634 return 0;
1660 } 1635 }
1661 1636
1662 left = arrow; /* these are arrows left to the player */ 1637 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1638 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1639 if (!arrow)
1640 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1642 return 0;
1669 } 1643 }
1670 set_owner(arrow, op); 1644
1671 if (arrow->skill) free_string(arrow->skill); 1645 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1646 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1647 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1648
1678 if (op->type == PLAYER) { 1649 if (op->type == PLAYER)
1650 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1652 op->update_stats ();
1681 } 1653 }
1682 1654
1683 SET_ANIMATION(arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1656
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1658 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1659 arrow->stats.grace = arrow->attacktype;
1660
1687 if (arrow->slaying != NULL) 1661 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1662 arrow->spellarg = strdup (arrow->slaying);
1689 1663
1690 /* Note that this was different for monsters - they got their level 1664 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 1665
1698 /* update the speed */ 1666 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1667 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1668 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 1669
1704 if (arrow->speed < 1.0) 1670 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1671 arrow->speed_left = 0;
1708 1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1709 if (op->type == PLAYER) { 1675 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1676 {
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; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1678 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 1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1682 }
1683 else
1684 {
1720 arrow->level = op->level; 1685 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic;
1687
1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1721 } 1690 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1691
1692 arrow->stats.wc -= arrow->level;
1693
1723 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying);
1726 1695
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1698
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1700 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1701
1735 if (!was_destroyed(arrow, tag)) 1702 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1703 move_arrow (arrow);
1737 1704
1738 if (op->type == PLAYER) { 1705 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1706 {
1707 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1708 esrv_del_item (op->contr, left->count);
1741 else 1709 else
1742 esrv_send_item(op, left); 1710 esrv_send_item (op, left);
1743 } 1711 }
1712
1744 return 1; 1713 return 1;
1745} 1714}
1746 1715
1747/* Special fire code for players - this takes into 1716/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1717 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1718 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1719 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1720 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1721 * hence the function name.
1753 */ 1722 */
1723int
1754int player_fire_bow(object *op, int dir) 1724player_fire_bow (object *op, int dir)
1755{ 1725{
1756 int ret=0, wcmod=0; 1726 int ret = 0, wcmod = 0;
1757 1727
1758 if (op->contr->bowtype == bow_bestarrow) { 1728 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1729 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1731 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1735 wcmod = -1;
1736
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1738 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1739 else if (op->contr->bowtype == bow_threewide)
1740 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1741 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)]); 1742 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)]); 1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1745 else if (op->contr->bowtype == bow_spreadshot)
1746 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1747 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); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1750 }
1776 } else { 1751 else
1752 {
1777 /* Simple case */ 1753 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1755 }
1756
1780 return ret; 1757 return ret;
1781} 1758}
1782 1759
1783 1760
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1786 */ 1763 */
1764void
1787void fire_misc_object(object *op, int dir) 1765fire_misc_object (object *op, int dir)
1788{ 1766{
1789 object *item; 1767 object *item = op->contr->ranged_ob;
1790 1768
1791 if (!op->contr->ranges[range_misc]) { 1769 if (!item)
1770 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1772 return;
1794 } 1773 }
1795 1774
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1775 if (!item->inv)
1776 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1778 return;
1800 } 1779 }
1780
1781 op->set_weapon (item);
1782
1801 if (item->type == WAND) { 1783 if (item->type == WAND)
1784 {
1802 if(item->stats.food<=0) { 1785 if (item->stats.food <= 0)
1786 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1805 return; 1790 return;
1806 } 1791 }
1792 }
1807 } else if (item->type == ROD || item->type==HORN) { 1793 else if (item->type == ROD || item->type == HORN)
1794 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1810 if (item->type== ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1801 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1802 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)); 1803
1816 return; 1804 return;
1817 } 1805 }
1818 } 1806 }
1819 1807
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1809 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1811 if (item->type == WAND)
1812 {
1823 if (!(--item->stats.food)) { 1813 if (!(--item->stats.food))
1814 {
1824 object *tmp; 1815 object *tmp;
1816
1825 if (item->arch) { 1817 if (item->arch)
1818 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
1828 item->speed = 0; 1821 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1822 }
1823
1831 if ((tmp=is_player_inv(item))) 1824 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1826 }
1834 } 1827 }
1835 else if (item->type == ROD || item->type==HORN) { 1828 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1829 drain_rod_charge (item);
1837 }
1838 } 1830 }
1839} 1831}
1840 1832
1841/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
1842 */ 1834 */
1835void
1843void fire(object *op,int dir) { 1836fire (object *op, int dir)
1837{
1844 int spellcost=0; 1838 int spellcost = 0;
1845 1839
1846 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1841 if (action_makes_visible (op))
1842 make_visible (op);
1848 1843
1849 switch(op->contr->shoottype) { 1844 player *pl = op->contr;
1850 case range_none: 1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1851 return; 1849 return;
1850 }
1852 1851
1853 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1854 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1855 return; 1861 break;
1856 1862
1857 case range_magic: /* Casting spells */ 1863 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1865 break;
1860 1866
1861 case range_misc: 1867 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1886 return; 1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1887 default: 1876 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1877 fire_misc_object (op, dir);
1889 return; 1878 break;
1890 } 1879 }
1891} 1880}
1892
1893
1894 1881
1895/* find_key 1882/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1887 * pl is the player,
1901 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1904 */ 1891 */
1905 1892object *
1906object * find_key(object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
1907{ 1894{
1908 object *tmp,*key; 1895 object *tmp, *key;
1909 1896
1910 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1898 if (!container->inv)
1899 return 0;
1912 1900
1913 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1904 if (door->type == DOOR && tmp->type == KEY)
1905 break;
1916 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
1918 */ 1908 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1910 break;
1921 } 1911 }
1912
1922 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1916 * a key, return
1926 */ 1917 */
1927 if (!tmp) { 1918 if (!tmp)
1919 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1929 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1923 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1925 if ((key = find_key (pl, tmp, door)))
1926 return key;
1932 } 1927 }
1933 } 1928 }
1929
1930 if (!tmp)
1934 if (!tmp) return NULL; 1931 return NULL;
1935 } 1932 }
1933
1936 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
1938 */ 1936 */
1939 if (pl!=container) { 1937 if (pl != container)
1938 {
1940 /* Only let players use keys in containers */ 1939 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1940 if (!pl->contr)
1941 return NULL;
1942 /* cases where this fails: 1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1945 * If the container is not active, return now since only active
1946 * containers can be used. 1946 * containers can be used.
1947 * If we only search keyrings and the container does not have 1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1950 * inv must have been an container and must have been active.
1951 * 1951 *
1952 * Change the color so that the message doesn't disappear with 1952 * Change the color so that the message doesn't disappear with
1953 * all the others. 1953 * all the others.
1954 */ 1954 */
1955 if (pl->contr->usekeys == key_inventory || 1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1956 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1958 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1960 "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; 1961 return NULL;
1964 } 1962 }
1965 } 1963 }
1964
1966 return tmp; 1965 return tmp;
1967} 1966}
1968 1967
1969/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1970 * such that the caller should not do anything more,
1972 * 0 otherwise 1971 * 0 otherwise
1973 */ 1972 */
1973static int
1974static int player_attack_door(object *op, object *door) 1974player_attack_door (object *op, object *door)
1975{ 1975{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
1980 */ 1979 */
1981 object *key=find_key(op, op, door); 1980 object *key = find_key (op, op, door);
1982 1981
1983 /* IF we found a key, do some extra work */ 1982 /* IF we found a key, do some extra work */
1984 if (key) { 1983 if (key)
1984 {
1985 object *container=key->env; 1985 object *container = key->env;
1986 1986
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1988 if(action_makes_visible(op)) make_visible(op); 1989 if (action_makes_visible (op))
1990 make_visible (op);
1991
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op);
1994
1990 if (door->type == DOOR) { 1995 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1997 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1998 {
1995 "You open the door with the %s", query_short_name(key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2001 }
2002
1998 /* Do this after we print the message */ 2003 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2001 if (container != op) 2006 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2003 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2010 }
2004 } else if (door->type==LOCKED_DOOR) { 2011 else if (door->type == LOCKED_DOOR)
2012 {
2005 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2015 return 1;
2008 } 2016 }
2017
2009 return 0; 2018 return 0;
2010} 2019}
2011 2020
2012/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2017 */ 2026 */
2018 2027void
2019void move_player_attack(object *op, int dir) 2028move_player_attack (object *op, int dir)
2020{ 2029{
2021 object *tmp, *mon; 2030 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2031 int on_battleground;
2024 mapstruct *m; 2032 maptile *m;
2025 2033
2026 nx=freearr_x[dir]+op->x; 2034 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2035 sint16 ny = freearr_y[dir] + op->y;
2028 2036
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2037 on_battleground = op_on_battleground (op, 0, 0);
2030 2038
2031 /* If braced, or can't move to the square, and it is not out of the 2039 /* 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 2040 * 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 2041 * 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 2042 * 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 2043 * 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 2044 * 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 2045 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2046 * move_ob uses.
2039 */ 2047 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2050 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 } 2051 {
2052 m = op->map->xy_find (nx, ny);
2053 if (!m)
2054 return; /* Don't think this should happen */
2055 }
2056 else
2045 else m =op->map; 2057 m = op->map;
2046 2058
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2059 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");*/ 2060 return;
2061
2062 mon = 0;
2063 /* Go through all the objects, and find ones of interest. Only stop if
2064 * we find a monster - that is something we know we want to attack.
2065 * if its a door or barrel (can roll) see if there may be monsters
2066 * on the space
2067 */
2068 while (tmp)
2069 {
2070 if (tmp == op)
2071 {
2072 tmp = tmp->above;
2073 continue;
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp;
2079 break;
2080 }
2081
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */
2090
2091 if (mon->head)
2092 mon = mon->head;
2093
2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2095 if (player_attack_door (op, mon))
2096 return;
2097
2098 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them.
2104 */
2105
2106 /* If the creature is a pet, push it even if the player is not
2107 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive.
2109 */
2110 if ((op->type == PLAYER)
2111#if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2115#else
2116 && mon->owner == op
2117#endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 {
2120 /* If we're braced, we don't want to switch places with it */
2121 if (op->contr->braced)
2049 return; 2122 return;
2050 }
2051 2123
2052 mon = NULL; 2124 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 2125 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2126 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2127 make_visible (op);
2056 * on the space 2128
2129 return;
2130 }
2131
2132 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push
2134 * someone, but put it inside this loop so that you won't
2135 * attack them either.
2057 */ 2136 */
2058 while (tmp!=NULL) { 2137 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2139#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2140 (op->contr->peaceful
2141 || (mon->type == PLAYER
2142 && mon->contr->
2143 peaceful)) &&
2144#else
2145 op->contr->peaceful &&
2146#endif
2147 !on_battleground))
2148 {
2149 if (!op->contr->braced)
2150 {
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152 push_ob (mon, dir, op);
2062 } 2153 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2154 else
2064 mon = tmp; 2155 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2156
2157 if (op->contr->tmp_invis || op->hide)
2158 make_visible (op);
2159 }
2160
2161 /* If the object is a boulder or other rollable object, then
2162 * roll it if not braced. You can't roll it if you are braced.
2163 */
2164 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2165 {
2166 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op))
2168 make_visible (op);
2169 }
2170
2171 /* Any generic living creature. Including things like doors.
2172 * Way it works is like this: First, it must have some hit points
2173 * and be living. Then, it must be one of the following:
2174 * 1) Not a player, 2) A player, but of a different party. Note
2175 * that party_number -1 is no party, so attacks can still happen.
2176 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2179 {
2180
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 {
2188 op->speed_left += op->speed / op->contr->weapon_sp;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2191 }
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 2192
2075 if(mon->head != NULL) 2193 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2194
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2195 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2196 * hitback, and doesn't loose luck either.
2080 2197 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2198 * 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 */ 2199 */
2088 2200 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 )) { 2201 {
2129 if (!op->contr->braced) { 2202 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2203
2131 (void) push_ob(mon,dir,op); 2204 mon->contr->has_hit = 1;
2132 } else { 2205 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2206 mon->stats.luck = luck;
2134 } 2207 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2208
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); 2209 if (action_makes_visible (op))
2144 } 2210 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 } 2211 }
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 */ 2212 } /* if player should attack something */
2185} 2213}
2186 2214
2215int
2187int move_player(object *op,int dir) { 2216move_player (object *op, int dir)
2217{
2188 int pick; 2218 int pick;
2189 2219
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2220 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; 2221 return 0;
2222
2223 /* Sanity check: make sure dir is valid */
2224 if ((dir < 0) || (dir >= 9))
2225 {
2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2227 return 0;
2228 }
2229
2230 /* peterm: added following line */
2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2233
2234 op->facing = dir;
2235
2236 if (op->hide)
2237 do_hidden_move (op);
2238
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ;
2241 else if (op->contr->fire_on)
2242 fire (op, dir);
2243 else
2244 {
2245 move_player_attack (op, dir);
2246 pick = check_pick (op);
2247 }
2248
2249 /* Add special check for newcs players and fire on - this way, the
2250 * server can handle repeat firing.
2251 */
2252 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2253 op->direction = dir;
2254 else
2255 op->direction = 0;
2256
2257 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities
2259 * for players.
2260 */
2261 animate_object (op, op->facing);
2262 return 0;
2231} 2263}
2232 2264
2233/* This is similar to handle_player, below, but is only used by the 2265/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2266 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2267 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2268 * the new speed values for commands.
2237 * 2269 *
2238 * Returns true if there are more actions we can do. 2270 * Returns true if there are more actions we can do.
2239 */ 2271 */
2272int
2240int handle_newcs_player(object *op) 2273handle_newcs_player (object *op)
2241{ 2274{
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)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2259 flee_player(op); 2277 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2262 op->speed_left--; 2281 op->speed_left--;
2263 return 0; 2282 return 0;
2264 } 2283 }
2265 } 2284 }
2266 2285
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 2286 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2287 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2288 * called, so we recheck it here.
2282 */ 2289 */
2283 HandleClient(&op->contr->socket, op->contr); 2290 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2291 return 1;
2285 2292
2293 if (op->speed_left > 0)
2294 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2287 /* All move commands take 1 tick, at least for now */ 2297 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2298 op->speed_left--;
2289 2299
2290 /* Instead of all the stuff below, let move_player take care 2300 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2301 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2302 * there, as well as the confusion stuff.
2293 */ 2303 */
2294 move_player(op, op->direction); 2304 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2305
2296 else return 0; 2306 return op->speed_left > 0;
2307 }
2297 } 2308 }
2309
2310 return 0;
2311}
2312
2313int
2314save_life (object *op)
2315{
2316 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2317 return 0;
2299}
2300 2318
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) 2319 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2321 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2322 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2323 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2324
2312 query_name(tmp));
2313 if (op->contr) 2325 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2326 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2327
2316 free_object(tmp); 2328 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2329 CLEAR_FLAG (op, FLAG_LIFESAVE);
2330
2318 if(op->stats.hp<0) 2331 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2332 op->stats.hp = op->stats.maxhp;
2333
2320 if(op->stats.food<0) 2334 if (op->stats.food < 0)
2321 op->stats.food = 999; 2335 op->stats.food = 999;
2322 fix_player(op); 2336
2337 op->update_stats ();
2323 return 1; 2338 return 1;
2324 } 2339 }
2340
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2343 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2344 return 0;
2329} 2345}
2330 2346
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2347/* 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 2348 * 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 2349 * function will descend into containers. op is the object to start the search
2334 * from. 2350 * from.
2335 */ 2351 */
2352void
2336void remove_unpaid_objects(object *op, object *env) 2353remove_unpaid_objects (object *op, object *env)
2337{ 2354{
2338 object *next;
2339
2340 while (op) { 2355 while (op)
2356 {
2341 next=op->below; /* Make sure we have a good value, in case 2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2358
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2360 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2361 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2362 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2363
2364 op->insert_at (env);
2351 } 2365 }
2366 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2367 remove_unpaid_objects (op->inv, env);
2368
2353 op=next; 2369 op = next;
2354 } 2370 }
2355} 2371}
2356
2357 2372
2358/* 2373/*
2359 * Returns pointer a static string containing gravestone text 2374 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2375 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2376 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2377 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2378 * but there isn't one in the server directory.
2364 */ 2379 */
2380char *
2365char *gravestone_text (object *op) 2381gravestone_text (object *op)
2366{ 2382{
2367 static char buf2[MAX_BUF]; 2383 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2384 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2385 time_t now = time (NULL);
2370 2386
2371 strcpy (buf2, " R.I.P.\n\n"); 2387 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2389 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2390 else
2375 sprintf (buf, "%s\n", op->name); 2391 sprintf (buf, "%s\n", &op->name);
2392
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2394 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2396 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2397 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2398 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2401 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2402 if (op->type == PLAYER)
2403 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2404 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2405 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2406 strcat (buf2, buf);
2388 } 2407 }
2408
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2409 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2411 strcat (buf2, buf);
2412
2392 return buf2; 2413 return buf2;
2393} 2414}
2394 2415
2395 2416void
2396
2397void do_some_living(object *op) { 2417do_some_living (object *op)
2418{
2398 int last_food=op->stats.food; 2419 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2420 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2421 int over_hp, over_sp, over_grace;
2401 int i; 2422 int i;
2402 int rate_hp = 1200; 2423 int rate_hp = 1200;
2403 int rate_sp = 2500; 2424 int rate_sp = 2500;
2404 int rate_grace = 2000; 2425 int rate_grace = 2000;
2405 const int max_hp = 1; 2426 const int max_hp = 1;
2406 const int max_sp = 1; 2427 const int max_sp = 1;
2407 const int max_grace = 1; 2428 const int max_grace = 1;
2408 2429
2409 if (op->contr->outputs_sync) { 2430 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2431 {
2411 if (op->contr->outputs[i].buf!=NULL && 2432 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2433 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2414 } 2439 }
2440 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441 {
2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2447 }
2415 2448
2416 if(op->contr->state==ST_PLAYING) { 2449 if (op->contr->ns->state == ST_PLAYING)
2417 2450 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2451 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2452 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2453 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2455 else
2456 {
2423 gen_hp = op->stats.maxhp; 2457 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2459 }
2460
2426 if(op->contr->gen_sp >= 0 ) 2461 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2463 else
2464 {
2429 gen_sp = op->stats.maxsp; 2465 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2467 }
2468
2432 if(op->contr->gen_grace >= 0) 2469 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2471 else
2472 {
2435 gen_grace = op->stats.maxgrace; 2473 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2475 }
2438 2476
2439 /* Regenerate Spell Points */ 2477 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2478 if (!op->contr->golem && --op->last_sp < 0)
2479 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2480 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) { 2481 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2482 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2483 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2484 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2463 } 2492 }
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 } 2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2487 } else { 2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Grace */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0)
2522 {
2523 if (op->stats.grace < op->stats.maxgrace / 2)
2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2526 if (max_grace > 1)
2527 {
2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2529 if (over_grace > 0)
2530 {
2531 op->stats.sp += over_grace
2532 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2533 op->last_grace = 0;
2534 }
2535 else
2536 {
2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538 }
2539 }
2540 else
2541 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2543 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2544 /* wearing stuff doesn't detract from grace generation. */
2491 } 2545 }
2492 2546
2493 /* Regenerate Hit Points */ 2547 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2548 if (--op->last_heal < 0)
2549 {
2495 if(op->stats.hp<op->stats.maxhp) { 2550 if (op->stats.hp < op->stats.maxhp)
2551 {
2496 op->stats.hp++; 2552 op->stats.hp++;
2497 /* dms do not consume food */ 2553 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2554 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2555 {
2556 op->stats.food--;
2500 if(op->contr->digestion<0) 2557 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2558 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2559 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; 2560 op->stats.food = last_food;
2561 }
2562 }
2563
2564 if (max_hp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570 op->last_heal = 0;
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2576 }
2577 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 }
2505 } 2581 }
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 2582
2521 /* Digestion */ 2583 /* Digestion */
2522 if(--op->last_eat<0) { 2584 if (--op->last_eat < 0)
2585 {
2523#ifdef COZY_SERVER 2586#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2589#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2590 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 2591#endif
2531 2592
2532 if(op->contr->gen_hp > 0) 2593 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2595 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2536 /* dms do not consume food */ 2598 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2600 op->stats.food--;
2539 } 2601 }
2540 2602
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 {
2542 object *tmp, *flesh=NULL; 2605 object *tmp, *flesh = 0;
2543 2606
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2608 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2610 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2614 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2616 break;
2551 } 2617 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2618 else if (tmp->type == FLESH)
2619 flesh = tmp;
2553 } /* End if paid for object */ 2620 } /* End if paid for object */
2554 } /* end of for loop */ 2621 } /* end of for loop */
2622
2555 /* If player is still starving, it means they don't have any food, so 2623 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2624 * eat flesh instead.
2557 */ 2625 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2629 manual_apply (op, flesh, 0);
2561 } 2630 }
2562 } /* end if player is starving */ 2631 }
2563 2632
2564 while(op->stats.food<0&&op->stats.hp>0) 2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2634 op->stats.food++, op->stats.hp--;
2566 2635
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2637 kill_player (op);
2638 }
2569} 2639}
2570
2571
2572 2640
2573/* If the player should die (lack of hp, food, etc), we call this. 2641/* 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 2642 * 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 2643 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2644 * file.
2577 */ 2645 */
2646void
2578void kill_player(object *op) 2647kill_player (object *op)
2579{ 2648{
2580 char buf[MAX_BUF]; 2649 char buf[MAX_BUF];
2581 int x,y,i; 2650 int x, y;
2651
2652 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2653 maptile *map; /* this is for resurrection */
2654
2583 int z; 2655 /* int z;
2584 int num_stats_lose; 2656 int num_stats_lose;
2585 int lost_a_stat; 2657 int lost_a_stat;
2586 int lose_this_stat; 2658 int lose_this_stat;
2587 int this_stat; 2659 int this_stat; */
2588 int will_kill_again; 2660 int will_kill_again;
2589 archetype *at; 2661 archetype *at;
2590 object *tmp; 2662 object *tmp;
2591 2663
2592 if(save_life(op)) 2664 if (save_life (op))
2593 return; 2665 return;
2594 2666
2595 2667
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2668 /* 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. 2669 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2670 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2671 */
2600 if (op_on_battleground(op, &x, &y)) { 2672 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2673 {
2602 "You have been defeated in combat!"); 2674 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, 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2676
2605
2606 /* restore player */ 2677 /* restore player */
2607 at = find_archetype("poisoning"); 2678 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2680 {
2610 remove_ob(tmp); 2681 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683 }
2684
2685 at = archetype::find ("confusion");
2686 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2687 {
2614 2688 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"); 2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2690 }
2622 2691
2623 cure_disease(op,0); /* remove any disease */ 2692 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2693 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2694 if (op->stats.food <= 0)
2626 2695 op->stats.food = 999;
2696
2627 /* create a bodypart-trophy to make the winner happy */ 2697 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2699 {
2631 sprintf(buf,"%s's finger",op->name); 2700 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2701 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2702 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2703 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2705 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2706 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2707 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2708 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2709 }
2710
2644 /* teleport defeated player to new destination*/ 2711 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2712 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2713 op->contr->braced = 0;
2647 return; 2714 return;
2648 } 2715 }
2649 2716
2650 INVOKE_PLAYER (DEATH, op->contr); 2717 INVOKE_PLAYER (DEATH, op->contr);
2651 2718
2652 command_kill_pets (op, 0); 2719 command_kill_pets (op, 0);
2653 2720
2654 if(op->stats.food<0) { 2721 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2722 {
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); 2723 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2724 strcpy (op->contr->killer, "starvation");
2663 } 2725 }
2664 else { 2726 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); 2727 sprintf (buf, "%s died.", &op->name);
2672 } 2728
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2730
2675 /* save the map location for corpse, gravestone*/ 2731 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2732 x = op->x;
2733 y = op->y;
2734 map = op->map;
2677 2735
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2736 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2737 * 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. 2738 * See the config.h file for a little more in depth detail about this.
2683 */ 2739 */
2684 2740
2685 /* Basically two ways to go - remove a stat permanently, or just 2741 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2742 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2743 * of death.
2688 */ 2744 */
2689#ifndef COZY_SERVER 2745#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2746 if (settings.balanced_stat_loss)
2747 {
2691 /* If stat loss is permanent, lose one stat only. */ 2748 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2749 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2750 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2751 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2752 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2753 little bit harder. */
2697 /* GD */ 2754 /* GD */
2698 if (settings.stat_loss_on_death) 2755 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; 2756 num_stats_lose = 1;
2704 } 2757 else
2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
2761 num_stats_lose = 1;
2762
2705 lost_a_stat = 0; 2763 lost_a_stat = 0;
2706 2764
2707 for (z=0; z<num_stats_lose; z++) { 2765 for (z = 0; z < num_stats_lose; z++)
2766 {
2708 i = RANDOM() % NUM_STATS; 2767 i = RANDOM () % NUM_STATS;
2709 2768
2710 if (settings.stat_loss_on_death) { 2769 if (settings.stat_loss_on_death)
2770 {
2711 /* Pick a random stat and take a point off it. Tell the player 2771 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2772 * what he lost.
2713 */ 2773 */
2714 change_attr_value(&(op->stats), i,-1); 2774 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2775 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2776 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2777 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2779 lost_a_stat = 1;
2720 } else { 2780 }
2781 else
2782 {
2721 /* deplete a stat */ 2783 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2784 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2724 2789 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2790 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2791 insert_ob_in_ob (dep, op);
2729 } 2792 }
2730 lose_this_stat = 1; 2793 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2794 if (settings.balanced_stat_loss)
2795 {
2732 /* GD */ 2796 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2797 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2798 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2799 if (this_stat < 0)
2800 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2802 int keep_chance = this_stat * this_stat;
2803
2738 /* Yes, I am paranoid. Sue me. */ 2804 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2805 if (keep_chance < 1)
2740 keep_chance = 1; 2806 keep_chance = 1;
2741 2807
2742 /* There is a maximum depletion total per level. */ 2808 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2810 {
2744 lose_this_stat = 0; 2811 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2812 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2813 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 } 2814 }
2756 } 2815 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 */ 2816 {
2766 if (this_stat>=-50) { 2817 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; 2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2822 }
2773 } 2823 }
2774 } 2824 }
2775 } 2825
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2778 { 2836 {
2779 /* determine_god() seems to not work sometimes... why is this? 2837 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2838 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 " 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2840 op->update_stats ();
2785 " you.", god); 2841 lost_a_stat = 1;
2786 else 2842 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2843 }
2844 }
2845 }
2846 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat)
2848 {
2849 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */
2851 const char *god = determine_god (op);
2852
2853 if (god && (strcmp (god, "none")))
2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2855 else
2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2857 }
2858#else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2860#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 2861
2794 /* Put a gravestone up where the character 'almost' died. List the 2862 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2863 * exp loss on the stone.
2796 */ 2864 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2865 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2866 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2867 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2868 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2869 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2870 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" 2871 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; 2872 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2873 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2874
2811 /**************************************/ 2875 /**************************************/
2812 /* */ 2876 /* */
2813 /* Subtract the experience points, */ 2877 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2878 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2879 /* food, and reset HP's... */
2816 /* */ 2880 /* */
2817 /**************************************/ 2881 /**************************************/
2818 2882
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2883 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2884 /* restore player */
2821 at = find_archetype("poisoning"); 2885 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2886 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2887
2824 remove_ob(tmp); 2888 if (tmp)
2825 free_object(tmp); 2889 {
2890 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2892 }
2828 2893
2829 at = find_archetype("confusion"); 2894 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2895 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2896 if (tmp)
2832 remove_ob(tmp); 2897 {
2833 free_object(tmp); 2898 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2900 }
2901
2836 cure_disease(op,0); /* remove any disease */ 2902 cure_disease (op, 0); /* remove any disease */
2837 2903
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2904 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2905 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2906 if (op->stats.food < 100)
2907 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2908 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2911
2845 /* 2912 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2913 * 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 2914 * and put them back in the map.
2848 * in the map. 2915 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2916 remove_unpaid_objects (op->inv, op);
2853 2917
2854 /****************************************/ 2918 /****************************************/
2855 /* */ 2919 /* */
2856 /* Move player to his current respawn- */ 2920 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2921 /* position (usually last savebed) */
2858 /* */ 2922 /* */
2859 /****************************************/ 2923 /****************************************/
2860 2924
2861 enter_player_savebed(op); 2925 enter_player_savebed (op);
2862 2926
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2927 op->contr->braced = 0;
2867 save_player(op,1);
2868 2928
2869 /* it is possible that the player has blown something up 2929 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2930 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2931 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2932 * on the space that might harm the player.
2873 */ 2933 */
2874 will_kill_again=0; 2934 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2936 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2937 will_kill_again |= tmp->attacktype;
2878 } 2938
2879 if (will_kill_again) { 2939 if (will_kill_again)
2940 {
2880 object *force; 2941 object *force;
2881 int at; 2942 int at;
2882 2943
2883 force=get_archetype(FORCE_NAME); 2944 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2945 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2946 force->speed = 0.1;
2886 force->speed_left=-5.0; 2947 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2948 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2949 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2950 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2951 force->resist[at] = 100;
2952
2953 insert_ob_in_ob (force, op);
2954 op->update_stats ();
2955
2956 }
2957
2958 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2959}
2960
2961void
2962loot_object (object *op)
2963{ /* Grab and destroy some treasure */
2964 object *tmp, *tmp2, *next;
2965
2966 op->close_container (); /* close open sack first */
2967
2968 for (tmp = op->inv; tmp; tmp = next)
2969 {
2970 next = tmp->below;
2971
2972 if (tmp->invisible)
2973 continue;
2974
2975 tmp->remove ();
2976 tmp->x = op->x, tmp->y = op->y;
2977
2978 if (tmp->type == CONTAINER)
2979 loot_object (tmp); /* empty container to ground */
2980
2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2982 {
2983 if (tmp->nrof > 1)
2984 {
2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2986 tmp2->destroy ();
2987 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2988 }
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 { 2989 else
2950 delete_character(op->name,1); 2990 tmp->destroy ();
2951 } 2991 }
2952 } 2992 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); 2993 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 } 2994 }
2997} 2995}
2998 2996
2999/* 2997/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2998 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2999 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3000 * was changed.
3003 */ 3001 */
3004 3002void
3005void fix_weight(void) { 3003fix_weight (void)
3006 player *pl; 3004{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3005 for_all_players (pl)
3006 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3008
3009 if(old == sum) 3009 if (old == sum)
3010 continue; 3010 continue;
3011 fix_player(pl->ob); 3011 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3013 }
3015} 3014}
3016 3015
3016void
3017void fix_luck(void) { 3017fix_luck (void)
3018 player *pl; 3018{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3019 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3020 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3021 pl->ob->change_luck (0);
3022} 3022}
3023
3024 3023
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3024/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3025 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3026 * just treat this as any other spell casting object.
3028 */ 3027 */
3029
3030void 3028void
3031cast_dust (object * op, object * throw_ob, int dir) 3029cast_dust (object *op, object *throw_ob, int dir)
3032{ 3030{
3033 object *skop, *spob; 3031 object *skop, *spob;
3034 3032
3035 skop = find_skill_by_name (op, throw_ob->skill); 3033 skop = find_skill_by_name (op, throw_ob->skill);
3036 3034
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3035 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3037 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3039 return;
3043 } 3040 }
3044 3041
3045 spob = throw_ob->inv; 3042 spob = throw_ob->inv;
3046 3043
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3044 // 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 3045 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3046 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3047 if (!spob)
3051 { 3048 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3049 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; 3050 return;
3055 } 3051 }
3056 3052
3057 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3054 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3055
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3056 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3057
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3058 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3059}
3066 3060
3061void
3067void make_visible (object *op) { 3062make_visible (object *op)
3063{
3068 op->hide = 0; 3064 op->hide = 0;
3069 op->invisible = 0; 3065 op->invisible = 0;
3070 if(op->type==PLAYER) { 3066 if (op->type == PLAYER)
3067 {
3071 op->contr->tmp_invis = 0; 3068 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3069 op->contr->invis_race = 0;
3073 } 3070 }
3071
3074 update_object(op,UP_OBJ_FACE); 3072 update_object (op, UP_OBJ_CHANGE);
3075} 3073}
3076 3074
3075int
3077int is_true_undead(object *op) { 3076is_true_undead (object *op)
3078 object *tmp=NULL; 3077{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3079 return 1;
3081 3080
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; 3081 return 0;
3087} 3082}
3088 3083
3089/* look at the surrounding terrain to determine 3084/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3085 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3086 * indicate greater hideability.
3092 */ 3087 */
3093 3088
3089int
3094int hideability(object *ob) { 3090hideability (object *ob)
3091{
3095 int i,level=0, mflag; 3092 int i, level = 0, mflag;
3096 sint16 x,y; 3093 sint16 x, y;
3097 3094
3098 if(!ob||!ob->map) return 0; 3095 if (!ob || !ob->map)
3096 return 0;
3099 3097
3100 /* so, on normal lighted maps, its hard to hide */ 3098 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3099 level = ob->map->darkness - 2;
3102 3100
3103 /* this also picks up whether the object is glowing. 3101 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3102 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3103 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3104 if (has_carried_lights (ob))
3105 level = -(10 + (2 * ob->map->darkness));
3107 3106
3108 /* scan through all nearby squares for terrain to hide in */ 3107 /* 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]) { 3108 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3109 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3110 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3111 if (mflag & P_OUT_OF_MAP)
3112 {
3113 continue;
3114 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3115 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3116 level += 2;
3114 else /* open terrain! */ 3117 else /* open terrain! */
3115 level -= 1; 3118 level -= 1;
3116 } 3119 }
3117 3120
3118#if 0 3121#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3122 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3123#endif
3121 return level; 3124 return level;
3122} 3125}
3123 3126
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3127/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3128 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3129 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3130 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3131 */
3129 3132
3133void
3130void do_hidden_move (object *op) { 3134do_hidden_move (object *op)
3135{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3137 object *skop;
3133 3138
3134 if(!op || !op->map) return; 3139 if (!op || !op->map)
3140 return;
3135 3141
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3143
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3145 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3146 if (!skop || num >= skop->level)
3147 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3148 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); 3149 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3150 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3151 }
3152 else
3153 num += 20;
3154
3155 num += op->map->difficulty;
3156 hide = hideability (op); /* modify by terrain hidden level */
3157 num -= hide;
3158
3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3160 {
3161 make_visible (op);
3162 if (op->type == PLAYER)
3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3164 }
3154 else if (op->type == PLAYER && skop) { 3165 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3167}
3158 3168
3159/* determine if who is standing near a hostile creature. */ 3169/* determine if who is standing near a hostile creature. */
3160 3170
3171int
3161int stand_near_hostile( object *who ) { 3172stand_near_hostile (object *who)
3173{
3162 object *tmp=NULL; 3174 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3175 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3176 maptile *m;
3165 sint16 x,y; 3177 sint16 x, y;
3166 3178
3167 if(!who) return 0; 3179 if (!who)
3180 return 0;
3168 3181
3169 if(who->type==PLAYER) player=1; 3182 if (who->type == PLAYER)
3183 player = 1;
3184
3185 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3186 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3187
3172 /* search adjacent squares */ 3188 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3189 for (i = 1; i < 9; i++)
3190 {
3174 x = who->x+freearr_x[i]; 3191 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3192 y = who->y + freearr_y[i];
3176 m = who->map; 3193 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3194 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3195 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3196 * blocked, don't need to check this space.
3180 */ 3197 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3198 if (mflags & P_OUT_OF_MAP)
3199 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3200 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3201 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3202
3185 if((player||friendly) 3203 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3204 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3205 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if (tmp->type == PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding */
3210 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3211 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 } 3212 }
3194 } 3213 }
3195 } 3214 }
3196 return 0; 3215 return 0;
3197} 3216}
3198 3217
3199/* check the player los field for viewability of the 3218/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3219 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3220 * 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. 3227 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3228 * -b.t.
3210 * This function is now map tiling safe. 3229 * This function is now map tiling safe.
3211 */ 3230 */
3212 3231
3232int
3213int player_can_view (object *pl,object *op) { 3233player_can_view (object *pl, object *op)
3234{
3214 rv_vector rv; 3235 rv_vector rv;
3215 int dx,dy; 3236 int dx, dy;
3216 3237
3217 if(pl->type!=PLAYER) { 3238 if (pl->type != PLAYER)
3239 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3240 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3241 return -1;
3220 } 3242 }
3221 if (!pl || !op) return 0;
3222 3243
3223 if(op->head) { op = op->head; } 3244 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; 3245 return 0;
3246
3247 op = op->head_ ();
3248
3249 get_rangevector (pl, op, &rv, 0x1);
3250
3251 /* starting with the 'head' part, lets loop
3252 * through the object and find if it has any
3253 * part that is in the los array but isnt on
3254 * a blocked los square.
3255 * we use the archetype to figure out offsets.
3256 */
3257 while (op)
3258 {
3259 dx = rv.distance_x + op->arch->clone.x;
3260 dy = rv.distance_y + op->arch->clone.y;
3261
3262 /* only the viewable area the player sees is updated by LOS
3263 * code, so we need to restrict ourselves to that range of values
3264 * for any meaningful values.
3265 */
3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3269 return 1;
3270 op = op->more;
3271 }
3272 return 0;
3247} 3273}
3248 3274
3249/* routine for both players and monsters. We call this when 3275/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3276 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3277 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3278 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3279 * return 0.
3254 */ 3280 */
3281int
3255int action_makes_visible (object *op) { 3282action_makes_visible (object *op)
3283{
3256 3284
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3285 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3286 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3287 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3288 return 0;
3260 3289
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3290 if (op->contr && op->contr->tmp_invis == 0)
3291 return 0;
3262 3292
3263 /* If monsters, they should become visible */ 3293 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3294 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3295 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3296 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3297 return 1;
3267 } 3298 }
3268 } 3299 }
3269 return 0; 3300 return 0;
3270} 3301}
3271 3302
3272/* op_on_battleground - checks if the given object op (usually 3303/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3304 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3305 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3306 * -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 3307 * 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 3308 * 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 3309 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3310 */
3311int
3280int op_on_battleground (object *op, int *x, int *y) { 3312op_on_battleground (object *op, int *x, int *y)
3313{
3281 object *tmp; 3314 object *tmp;
3282 3315
3283 /* A battleground-tile needs the following attributes to be valid: 3316 /* 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), 3317 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3318 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3319 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3320 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3321 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3322 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3323 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3325 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3327 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3328 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3329 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3330 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 {
3296 object *invtmp; 3332 object *invtmp;
3333
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3334 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3335 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3336 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3337 {
3300 if (x != NULL && y != NULL) 3338 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3339 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3340 return 1;
3341 }
3303 } 3342 }
3304 } 3343 }
3305 }
3306 if (x != NULL && y != NULL) 3344 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3345 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3346 return 1;
3347 }
3309 } 3348 }
3310 }
3311 } 3349 }
3312 /* If we got here, did not find a battleground */ 3350 /* If we got here, did not find a battleground */
3313 return 0; 3351 return 0;
3314} 3352}
3315 3353
3316/* 3354/*
3320 * attributes: 3358 * attributes:
3321 * object *who the dragon player 3359 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3360 * int atnr the attack-number of the ability focus
3323 * int level ability level 3361 * int level ability level
3324 */ 3362 */
3363void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3364dragon_ability_gain (object *who, int atnr, int level)
3365{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3366 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3367 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3368 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3369 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3370 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3371 int i = 0, j = 0;
3332 3372
3333 /* get the appropriate treasurelist */ 3373 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3374 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3375 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3376 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3377 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3378 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3379 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3380 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3381 trlist = treasurelist::find ("dragon_ability_poison");
3342 3382
3343 if (trlist == NULL || who->type != PLAYER) 3383 if (trlist == NULL || who->type != PLAYER)
3384 return;
3385
3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3387
3388 if (!tr || !tr->item)
3389 {
3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3391 return;
3392 }
3393
3394 /* everything seems okay - now bring on the gift: */
3395 item = &(tr->item->clone);
3396
3397 if (item->type == SPELL)
3398 {
3399 if (check_spell_known (who, item->name))
3344 return; 3400 return;
3345 3401
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3402 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3403 do_learn_spell (who, item, 0);
3348 3404 return;
3349 if (tr == NULL || tr->item == NULL) { 3405 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3406
3407 /* grant direct spell */
3408 if (item->type == SPELLBOOK)
3409 {
3410 if (!item->inv)
3411 {
3412 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3413 return;
3414 }
3415 if (check_spell_known (who, item->inv->name))
3351 return; 3416 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) { 3417 if (item->invisible)
3418 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3419 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); 3420 do_learn_spell (who, item->inv, 0);
3378 return; 3421 return;
3379 } 3422 }
3380 } 3423 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3424 else if (item->type == SKILL_TOOL && item->invisible)
3425 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3426 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3427 {
3383 3428
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3429 /* 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 3430 * 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, 3431 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3432 * but not all of them, he gets nothing.
3388 */ 3433 */
3389 if (!(skop->attacktype & item->attacktype)) { 3434 if (!(skop->attacktype & item->attacktype))
3435 {
3390 /* Give new attacktype */ 3436 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3437 skop->attacktype |= item->attacktype;
3392 3438
3393 /* always add physical if there's none */ 3439 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3440 skop->attacktype |= AT_PHYSICAL;
3395 3441
3396 if (item->msg != NULL) 3442 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3443 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3444
3399 /* Give player new face */ 3445 /* Give player new face */
3400 if (item->animation_id) { 3446 if (item->animation_id)
3447 {
3401 who->face = skop->face; 3448 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3449 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3450 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3451 who->last_anim = 0;
3405 who->state = 0; 3452 who->state = 0;
3406 animate_object(who, who->direction); 3453 animate_object (who, who->direction);
3407 } 3454 }
3408 } 3455 }
3409 } 3456 }
3410 } 3457 }
3411 else if (item->type == FORCE) { 3458 else if (item->type == FORCE)
3459 {
3412 /* forces in the treasurelist can alter the player's stats */ 3460 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3461 object *skin;
3462
3414 /* first get the dragon skin force */ 3463 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3466 ;
3418 3467
3468 if (!skin)
3469 return;
3470
3419 /* adding new spellpath attunements */ 3471 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3472 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3473 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3474 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3475
3423 /* print message */ 3476 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3477 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3478 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3479 {
3426 if(item->path_attuned & (1<<i)) { 3480 if (item->path_attuned & (1 << i))
3481 {
3427 if (j) 3482 if (j)
3428 strcat(buf," and "); 3483 strcat (buf, " and ");
3429 else 3484 else
3430 j = 1; 3485 j = 1;
3431 strcat(buf, spellpathnames[i]); 3486 strcat (buf, spellpathnames[i]);
3432 } 3487 }
3433 } 3488 }
3434 strcat(buf,"."); 3489 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3490 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3491 }
3437 3492
3438 /* evtl. adding flags: */ 3493 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3494 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3495 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3496 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3497 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3498 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3499 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3500
3446 /* print message if there is one */ 3501 /* print message if there is one */
3447 if (item->msg != NULL) 3502 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3504 }
3505 else
3449 } 3506 {
3450 else {
3451 /* generate misc. treasure */ 3507 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3508 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3509 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); 3510 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3511 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3512 esrv_send_item (who, tmp);
3457 } 3513 }
3458} 3514}
3459 3515
3460/** 3516/**
3461 * Unready an object for a player. This function does nothing if the object was 3517 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3518 * not readied.
3463 */ 3519 */
3520void
3464void player_unready_range_ob(player *pl, object *ob) { 3521player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3522{
3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3466 3525
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3526 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3527 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3528
3470 if (pl->shoottype == i) { 3529 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3530 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3531}
3532
3533sint8
3534player::visibility_at (maptile *map, int x, int y) const
3535{
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550}

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