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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 1.123 by root, Fri May 11 21:07:14 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 apply_special (ob, op, AP_UNAPPLY);
131} 275 apply_special (ob, op, AP_APPLY);
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 276 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 277 }
171 } 278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
172 299 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 300 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 302
181int playername_ok(const char *cp) { 303 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 304
185 for(;*cp!='\0';cp++) 305 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 306 ns->pl = 0;
187 return 0; 307 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 308 }
227 309
228 /* Clears basically the entire player structure except 310 if (ob)
229 * for next and socket. 311 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
234 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 332 * we deal with that below this point.
236 */ 333 */
237 p->party=NULL; 334 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 335 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 337
243#ifdef AUTOSAVE 338 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 339
245#endif 340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
246 357 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 358 ob->destroy_inv (false);
359 ob->destroy ();
248 360 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 361}
300 362
301 363player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 364{
305 strcpy(op->contr->maplevel, first_map_path); 365 /* Clear item stack */
306 op->x = -1; 366 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 367}
310 368
311/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
313 * mode. 371 * mode.
314 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
315 377
316int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 379
319 p=get_player(NULL); 380 pl->ob->roll_stats ();
320 p->socket = *ns; 381 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 382 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 383
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 384 set_first_map (pl->ob);
331 385
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 386 return pl;
339} 387}
340 388
341/* 389/*
342 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
345 */ 393 */
394archetype *
346archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
347{ 396{
348 archetype *start = at; 397 archetype *start = at;
398
349 for (;;) { 399 for (;;)
400 {
350 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
351 at=first_archetype; 402 at = first_archetype;
352 else 403 else
353 at=at->next; 404 at = at->next;
405
354 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
355 return at; 407 return at;
408
356 if (at == start) { 409 if (at == start)
410 {
357 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 412 exit (-1);
359 } 413 }
360 } 414 }
361} 415}
362 416
363 417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
384 ol = ol->next; 441 ol = ol->next;
385 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
443 if (!ol)
386 if (!ol) return op; 444 return op;
387 } 445 }
388 446
389 /* Remove special check for player from this. First, it looks to cause 447 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 449 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 450 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
395 */ 453 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 455 continue;
398 456
399 if(lastdist>rv.distance) { 457 if (lastdist > rv.distance)
458 {
400 op=ol->ob; 459 op = ol->ob;
401 lastdist=rv.distance; 460 lastdist = rv.distance;
402 } 461 }
403 } 462 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 463
464 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 465 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 466 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 467 {
412 } 468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
413#if 0 472#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 474#endif
416 return op; 475 return op;
417} 476}
418 477
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 479 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 496 * is probably not a good thing.
438 */ 497 */
439#define MAX_SPACES 50 498#define MAX_SPACES 50
440
441 499
442/* 500/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 516 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 517 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 518 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 519 * is blocking itself.
462 */ 520 */
521int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
464 rv_vector rv; 524 rv_vector rv;
465 sint16 x,y; 525 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
468 528
469 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
470 530
471 if (rv.distance<mindiff) return 0; 531 if (rv.distance < mindiff)
532 return 0;
472 533
473 x=mon->x; 534 x = mon->x;
474 y=mon->y; 535 y = mon->y;
475 m=mon->map; 536 m = mon->map;
476 dir = rv.direction; 537 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
479 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 542 if (diff > max)
543 return 0;
544
481 while (diff >1 && max>0) { 545 while (diff > 1 && max > 0)
546 {
482 lastx = x; 547 lastx = x;
483 lasty = y; 548 lasty = y;
484 lastmap = m; 549 lastmap = m;
485 x = lastx + freearr_x[dir]; 550 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 551 y = lasty + freearr_y[dir];
487 552
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 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); 554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 555
491 /* Space is blocked - try changing direction a little */ 556 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 557 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)))) { 558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
494 /* recalculate direction from last good location. Possible 560 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 561 * we were not traversing ideal location before.
496 */ 562 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 564 if (rv.direction != dir)
565 {
499 /* OK - says direction should be different - lets reset the 566 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 567 * the values so it will try again.
501 */ 568 */
502 x = lastx; 569 x = lastx;
503 y = lasty; 570 y = lasty;
504 m = lastmap; 571 m = lastmap;
505 dir = firstdir = rv.direction; 572 dir = firstdir = rv.direction;
573 }
506 } else { 574 else
575 {
507 /* direct path is blocked - try taking a side step to 576 /* direct path is blocked - try taking a side step to
508 * either the left or right. 577 * either the left or right.
509 * Note increase the values in the loop below to be 578 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 579 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 580 * 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 581 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 582 * stepping back and forth
514 */ 583 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 587 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 588 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 589 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 590 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 591 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 592 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 593 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 594 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 595 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 596 * the last direction the creature has successfully
526 * moved. 597 * moved.
527 */ 598 */
528 599
529 x = lastx + freearr_x[absdir(lastdir+i)]; 600 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 601 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 602 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 603 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 604 if (mflags & P_OUT_OF_MAP)
605 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 609 if (mflags & P_BLOCKSVIEW)
610 continue;
537 611
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
539 } 614 }
540 /* go through entire loop without finding a valid 615 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 616 * sidestep to take - thus, no valid path.
542 */ 617 */
543 if (i==(DETOUR_AMOUNT+1)) 618 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 619 return 0;
545 diff--; 620 diff--;
546 lastdir=dir; 621 lastdir = dir;
547 max--; 622 max--;
548 if (!firstdir) firstdir = dir+i; 623 if (!firstdir)
624 firstdir = dir + i;
549 } /* else check alternate directions */ 625 } /* else check alternate directions */
550 } /* if blocked */ 626 } /* if blocked */
551 else { 627 else
628 {
552 /* we moved towards creature, so diff is less */ 629 /* we moved towards creature, so diff is less */
553 diff--; 630 diff--;
554 max--; 631 max--;
555 lastdir=dir; 632 lastdir = dir;
633 if (!firstdir)
556 if (!firstdir) firstdir = dir; 634 firstdir = dir;
635 }
636
637 if (diff <= 1)
557 } 638 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 640 * headed toward player for entire distance.
561 */ 641 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 644 }
565 if (diff>max) return 0; 645
646 if (diff > max)
647 return 0;
566 } 648 }
649
567 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 651 if (!max)
652 return 0;
569 653
570 return firstdir; 654 return firstdir;
571} 655}
572 656
657void
573void give_initial_items(object *pl,treasurelist *items) { 658give_initial_items (object *pl, treasurelist * items)
659{
574 object *op,*next=NULL; 660 object *op, *next = NULL;
575 661
576 if(pl->randomitems!=NULL) 662 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 664
579 for (op=pl->inv; op; op=next) { 665 for (op = pl->inv; op; op = next)
666 {
580 next = op->below; 667 next = op->below;
581 668
582 /* Forces get applied per default, unless they have the 669 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 670 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 671 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 673 SET_FLAG (op, FLAG_APPLIED);
587 674
588 /* we never give weapons/armour if these cannot be used 675 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 676 * by this player due to race restrictions
590 */ 677 */
591 if (pl->type == PLAYER) { 678 if (pl->type == PLAYER)
679 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 684 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 } 685 {
602 } 686 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; 687 continue;
622 } 688 }
623 if (op->nrof > 1) op->nrof = 1; 689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 698 {
699 object *tmp;
625 700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
626 if (op->type == SPELLBOOK && op->inv) { 716 if (op->type == SPELLBOOK && op->inv)
717 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 719 }
629 720
630 /* Give starting characters identified, uncursed, and undamned 721 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 722 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 723 * merged properly.
633 */ 724 */
634 if (need_identify(op)) { 725 if (need_identify (op))
726 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 727 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
638 } 732 {
639 if(op->type==SPELL) { 733 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 734 continue;
735 }
736 else if (op->type == SKILL)
643 } 737 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 739 op->stats.exp = 0;
647 op->level = 1; 740 op->level = 1;
648 } 741 }
649 /* lock all 'normal items by default */ 742 /* lock all 'normal items by default */
743 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 744 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 745 } /* for loop of objects in player inv */
652 746
653 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
654 link_player_skills(pl); 748 link_player_skills (pl);
655} 749}
656 750
657void get_name(object *op) { 751void
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) { 752get_party_password (object *op, partylist *party)
753{
734 if (party == NULL) { 754 if (party == NULL)
755 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 757 return;
737 } 758 }
759
738 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 764}
743
744 765
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
746int roll_stat(void) { 768roll_stat (void)
769{
747 int a[4],i,j,k; 770 int a[4], i, j, k;
748 771
749 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
751 774
752 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 776 if (a[i] < k)
754 k=a[i],j=i; 777 k = a[i], j = i;
755 778
756 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 780 if (i != j)
758 k+=a[i]; 781 k += a[i];
759 } 782
760 return k; 783 return k;
761} 784}
762 785
763void roll_stats(object *op) { 786void
764 int sum=0; 787object::roll_stats ()
765 int i = 0, j = 0; 788{
766 int statsort[7]; 789 int statsort [7];
767 790
791 for (;;)
768 do { 792 {
769 op->stats.Str=roll_stat(); 793 int sum = 0;
770 op->stats.Dex=roll_stat(); 794 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 795 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
781 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 803
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 804 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 805 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 806 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 807 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 808 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 809 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 810 stats.Cha = statsort[6];
809 811
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 812 stats.exp = 0;
821 op->stats.ac=0; 813 stats.ac = 0;
822 814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
823 op->contr->levhp[1] = 9; 821 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 822 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 823 contr->levgrace[1] = 3;
826 824
827 fix_player(op); 825 contr->orig_stats = stats;
826 }
827}
828
829void
830object::swap_stats (int a, int b)
831{
832 int tmp = get_attr_value (&contr->orig_stats, a);
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835
836 stats.Str = contr->orig_stats.Str;
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843
844 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats
846 stats.ac = 0;
847
848 level = 1;
849 stats.exp = 0;
850 stats.ac = 0;
851
828 op->stats.hp = op->stats.maxhp; 852 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 853 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 854 stats.grace = stats.maxgrace;
855
856 if (contr)
857 {
858 contr->levhp[1] = 9;
859 contr->levsp[1] = 6;
860 contr->levgrace[1] = 3;
861
831 op->contr->orig_stats=op->stats; 862 contr->orig_stats = stats;
863 }
832} 864}
833 865
834void Roll_Again(object *op) 866static void
867start_info (object *op)
835{ 868{
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]; 869 char buf[MAX_BUF];
844 870
845 if ( op->contr->Swap_First == -1 ) { 871 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); 872 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 873 //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); 874 //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} 875}
953 876
954/* This function takes the key that is passed, and does the 877/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 878 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 879 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 880 * separate race and class; this actually changes the RACE,
958 * not the class. 881 * not the class.
959 */ 882 */
960 883void
961int key_change_class(object *op, char key) 884player::chargen_race_done ()
962{ 885{
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 */ 886 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 887 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 888
889 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl)
891 create_treasure (tl, ob, 0, 0, 0);
892
977 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, ob->contr);
979 895
980 op->contr->state=ST_PLAYING; 896 ob->contr->ns->state = ST_PLAYING;
981 897
982 if (op->msg) { 898 if (ob->msg)
983 free_string(op->msg); 899 ob->msg = 0;
984 op->msg=NULL;
985 }
986 900
987 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
988 * to save here. 902 * 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 */ 903 */
1029 904 {
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]; 905 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); 906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 907 make_path_to_file (buf);
1101 next = mp->next; 908 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 909
1103 delete_map(mp); 910 start_info (ob);
1104 } 911 CLEAR_FLAG (ob, FLAG_WIZ);
1105 912 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 913 link_player_skills (ob);
914 esrv_send_inventory (ob, ob);
915 ob->update_stats ();
916
917 /* This moves the player to a different start map, if there
918 * is one for this race
919 */
920 if (*first_map_ext_path)
1107 } 921 {
1108 play_again(op); 922 object *tmp;
1109 return 1; 923 char mapname[MAX_BUF];
1110}
1111 924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y;
930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else
936 LOG (llevDebug, "first_map_ext_path not set\n");
937}
938
939void
940player::chargen_race_next ()
941{
942 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above.
944 */
945
946 do
947 {
948 shstr name = ob->name;
949 int x = ob->x, y = ob->y;
950
951 ob->remove_statbonus ();
952 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob);
955 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name;
958 ob->x = x;
959 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name);
963 ob->add_statbonus ();
964 }
965 while (!allowed_class (ob));
966
967 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, ob, ob);
969 ob->update_stats ();
970 ob->stats.hp = ob->stats.maxhp;
971 ob->stats.sp = ob->stats.maxsp;
972 ob->stats.grace = 0;
973}
974
975void
1112void flee_player(object *op) { 976flee_player (object *op)
977{
1113 int dir,diff; 978 int dir, diff;
1114 rv_vector rv; 979 rv_vector rv;
1115 980
1116 if(op->stats.hp < 0) { 981 if (op->stats.hp < 0)
982 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 983 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 if (op->enemy == NULL)
989 {
990 LOG (llevDebug, "Fleeing player had no enemy.\n");
991 CLEAR_FLAG (op, FLAG_SCARED);
992 return;
993 }
994
995 /* Seen some crashes here. Since we don't store an
996 * op->enemy_count, it is possible that something destroys the
997 * actual enemy, and the object is recycled.
998 */
999 if (op->enemy->map == NULL)
1000 {
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 op->enemy = NULL;
1003 return;
1004 }
1005
1006 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1007 {
1008 op->enemy = NULL;
1009 CLEAR_FLAG (op, FLAG_SCARED);
1010 return;
1011 }
1012
1013 get_rangevector (op, op->enemy, &rv, 0);
1014
1015 dir = absdir (4 + rv.direction);
1016 for (diff = 0; diff < 3; diff++)
1017 {
1018 int m = 1 - (RANDOM () & 2);
1019
1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1021 return;
1120 } 1022 }
1121 1023
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 */ 1024 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1026 op->enemy = NULL;
1156} 1027}
1157
1158 1028
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* 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 1030 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1031 * stop.
1162 */ 1032 */
1033int
1163int check_pick(object *op) { 1034check_pick (object *op)
1035{
1164 object *tmp, *next; 1036 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1037 int stop = 0;
1167 int j, k, wvratio; 1038 int wvratio;
1168 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1169
1170 1040
1171 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1173 return 1; 1043 return 1;
1174 1044
1175 op_tag = op->count;
1176
1177 next = op->below; 1045 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1046
1181 /* loop while there are items on the floor that are not marked as 1047 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1048 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1049 while (next && !next->destroyed ())
1184 { 1050 {
1185 tmp = next; 1051 tmp = next;
1186 next = tmp->below; 1052 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1053
1190 if (was_destroyed (op, op_tag)) 1054 if (op->destroyed ())
1191 return 0; 1055 return 0;
1192 1056
1193 if ( ! can_pick (op, tmp)) 1057 if (!can_pick (op, tmp))
1194 continue; 1058 continue;
1195 1059
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1061 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1062 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1063 pick_up (op, tmp);
1200 continue; 1064 continue;
1201 } 1065 }
1202 1066
1203 /* high not bit set? We're using the old autopickup model */ 1067 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1068 if (!(op->contr->mode & PU_NEWMODE))
1069 {
1205 switch (op->contr->mode) { 1070 switch (op->contr->mode)
1071 {
1072 case 0:
1206 case 0: return 1; /* don't pick up */ 1073 return 1; /* don't pick up */
1074 case 1:
1207 case 1: pick_up (op, tmp); 1075 pick_up (op, tmp);
1208 return 1; 1076 return 1;
1077 case 2:
1209 case 2: pick_up (op, tmp); 1078 pick_up (op, tmp);
1210 return 0; 1079 return 0;
1080 case 3:
1211 case 3: return 0; /* stop before pickup */ 1081 return 0; /* stop before pickup */
1082 case 4:
1212 case 4: pick_up (op, tmp); 1083 pick_up (op, tmp);
1213 break; 1084 break;
1085 case 5:
1214 case 5: pick_up (op, tmp); 1086 pick_up (op, tmp);
1215 stop = 1; 1087 stop = 1;
1216 break; 1088 break;
1217 case 6: 1089 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1090 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); 1091 pick_up (op, tmp);
1221 break; 1092 break;
1222 1093
1223 case 7: 1094 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1095 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1096 pick_up (op, tmp);
1226 break; 1097 break;
1227 1098
1228 default: 1099 default:
1229 /* use value density */ 1100 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1102 && (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); 1103 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 } 1104 }
1262 } 1105 }
1263 } 1106 else
1107 { /* old model */
1108 /* NEW pickup handling */
1109 if (op->contr->mode & PU_DEBUG)
1110 {
1111 /* some debugging code to figure out item information */
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1265 1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue;
1158
1159 /* ignore known cursed objects */
1160 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1161 continue;
1162
1163 /* all food and drink if desired */
1164 /* question: don't pick up known-poisonous stuff? */
1165 if (op->contr->mode & PU_FOOD)
1166 if (tmp->type == FOOD)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_DRINK)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 if (op->contr->mode & PU_POTION)
1180 if (tmp->type == POTION)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL)
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 {
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1266#if 0 1358#if 0
1267 /* print the flags too */ 1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1360 if (tmp->name != NULL)
1269 { 1361 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1362 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1363 }
1272 { 1364 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1365 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1366 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1367 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 1368#endif
1279 } 1369 continue;
1280 /* philosophy: 1370 }
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 } 1371 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1372 } /* 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 } 1373 }
1440 } /* the new pickup model */ 1374
1441 }
1442 return ! stop; 1375 return !stop;
1443} 1376}
1444 1377
1445/* 1378/*
1446 * Find an arrow in the inventory and after that 1379 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1380 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1381 * found object is returned.
1449 */ 1382 */
1383object *
1450object *find_arrow(object *op, const char *type) 1384find_arrow (object *op, const char *type)
1451{ 1385{
1452 object *tmp = NULL; 1386 object *tmp = 0;
1453 1387
1454 for(op=op->inv; op; op=op->below) 1388 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1389 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); 1390 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1391 else if (op->type == ARROW && op->race == type)
1459 return op; 1392 return op;
1393
1460 return tmp; 1394 return tmp;
1461} 1395}
1462 1396
1463/* 1397/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1402 */
1469 1403object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1405{
1472 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1474 1408
1475 if (!type) 1409 if (!type)
1476 return NULL; 1410 return NULL;
1477 1411
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1412 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1413 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1414 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1415 {
1481 i = 0; 1416 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1417 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1418 if (i > betterby)
1419 {
1484 tmp = ntmp; 1420 tmp = ntmp;
1485 betterby = i; 1421 betterby = i;
1486 } 1422 }
1423 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1424 else if (arrow->type == ARROW && arrow->race == type)
1425 {
1488 /* allways prefer assasination/slaying */ 1426 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1428 {
1491 if (arrow->attacktype & AT_DEATH) { 1429 if (arrow->attacktype & AT_DEATH)
1430 {
1492 *better = 100; 1431 *better = 100;
1493 return arrow; 1432 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1433 }
1498 } else { 1434 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 } 1435 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1436 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1437 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 } 1438 }
1515 } 1439 }
1440 else
1441 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 {
1444 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1446 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1450 }
1451 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 {
1454 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 }
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 {
1459 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 }
1516 } 1462 }
1463 }
1517 } 1464 }
1518 if (tmp == NULL && arrow == NULL) 1465 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1466 return find_arrow (op, type);
1520 1467
1521 *better = betterby; 1468 *better = betterby;
1522 return tmp; 1469 return tmp;
1523} 1470}
1524 1471
1525/* looks in a given direction, finds the first valid target, and calls 1472/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1474 * op = the shooter
1528 * type = bow->race 1475 * type = bow->race
1529 * dir = fire direction 1476 * dir = fire direction
1530 */ 1477 */
1531 1478object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1533{ 1480{
1534 object *tmp = NULL; 1481 object *tmp = NULL;
1535 mapstruct *m; 1482 maptile *m;
1536 int i, mflags, found, number; 1483 int i, mflags, found, number;
1537 sint16 x, y; 1484 sint16 x, y;
1538 1485
1539 if (op->map == NULL) 1486 if (op->map == NULL)
1540 return find_arrow(op, type); 1487 return find_arrow (op, type);
1541 1488
1542 /* do a dex check */ 1489 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1490 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))) 1491 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1492 return find_arrow (op, type);
1546 1493
1547 m = op->map; 1494 m = op->map;
1548 x = op->x; 1495 x = op->x;
1549 y = op->y; 1496 y = op->y;
1550 1497
1551 /* find the first target */ 1498 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1499 for (i = 0, found = 0; i < 20; i++)
1500 {
1553 x += freearr_x[dir]; 1501 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1502 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1503 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1504 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1505 {
1557 tmp = NULL; 1506 tmp = NULL;
1507 break;
1508 }
1509 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1510 {
1511 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1512 * perhaps a bad assumption.
1513 */
1514 tmp = NULL;
1515 break;
1516 }
1517 if (mflags & P_IS_ALIVE)
1518 {
1519 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1520 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1521 {
1522 found++;
1523 break;
1524 }
1525 if (found)
1558 break; 1526 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 } 1527 }
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 } 1528 }
1576 if (tmp == NULL) 1529 if (tmp == NULL)
1577 return find_arrow(op, type); 1530 return find_arrow (op, type);
1578 1531
1579 if (tmp->head) 1532 if (tmp->head)
1580 tmp = tmp->head; 1533 tmp = tmp->head;
1581 1534
1582 return find_better_arrow(op, tmp, type, &i); 1535 return find_better_arrow (op, tmp, type, &i);
1583} 1536}
1584 1537
1585/* 1538/*
1586 * Creature fires a bow - op can be monster or player. Returns 1539 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1540 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1543 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1544 * 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 1545 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1546 * player fire modes.
1594 */ 1547 */
1548int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1549fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1550{
1598 object *left, *bow; 1551 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1552 int bowspeed, mflags;
1601 mapstruct *m; 1553 maptile *m;
1602 1554
1603 if (!dir) { 1555 if (!dir)
1556 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1558 return 0;
1559 }
1560
1561 if (player *pl = op->contr)
1606 } 1562 {
1607 if (op->type == PLAYER) 1563 bow = pl->ranged_ob;
1608 bow=op->contr->ranges[range_bow]; 1564 op->set_weapon (bow);
1565 }
1609 else { 1566 else
1567 {
1610 for(bow=op->inv; bow; bow=bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1613 */ 1571 */
1614 if(bow->type==BOW) 1572 if (bow->type == BOW)
1615 break; 1573 break;
1616 1574
1617 if (!bow) { 1575 if (!bow)
1576 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1578 return 0;
1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1620 } 1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1621 } 1588 }
1589
1622 if( !bow->race || !bow->skill) { 1590 if (!bow->race || !bow->skill)
1591 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1593 return 0;
1625 } 1594 }
1626 1595
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1597
1629 /* penalize ROF for bestarrow */ 1598 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601
1632 if (bowspeed < 1) 1602 if (bowspeed < 1)
1633 bowspeed = 1; 1603 bowspeed = 1;
1634 1604
1635 if (arrow == NULL) { 1605 if (arrow == NULL)
1606 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1607 if ((arrow = find_arrow (op, bow->race)) == NULL)
1608 {
1637 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1610 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 */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1612 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1643 return 0; 1615 return 0;
1644 } 1616 }
1645 } 1617 }
1618
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1620 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1621 return 0;
1649 } 1622
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1623 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1624 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1625 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1626 return 0;
1653 } 1627 }
1654 1628
1655 /* this should not happen, but sometimes does */ 1629 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1630 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1631 {
1658 free_object(arrow); 1632 arrow->destroy ();
1659 return 0; 1633 return 0;
1660 } 1634 }
1661 1635
1662 left = arrow; /* these are arrows left to the player */ 1636 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1637 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1638 if (!arrow)
1639 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1640 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1641 return 0;
1669 } 1642 }
1670 set_owner(arrow, op); 1643
1671 if (arrow->skill) free_string(arrow->skill); 1644 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1645 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1646 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1647
1678 if (op->type == PLAYER) { 1648 if (op->type == PLAYER)
1649 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1650 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1651 op->update_stats ();
1681 } 1652 }
1682 1653
1683 SET_ANIMATION(arrow, arrow->direction); 1654 SET_ANIMATION (arrow, arrow->direction);
1655
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1656 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1657 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1658 arrow->stats.grace = arrow->attacktype;
1659
1687 if (arrow->slaying != NULL) 1660 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1661 arrow->spellarg = strdup (arrow->slaying);
1689 1662
1690 /* Note that this was different for monsters - they got their level 1663 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 1664
1698 /* update the speed */ 1665 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1666 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1667 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 1668
1704 if (arrow->speed < 1.0) 1669 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1708 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1709 if (op->type == PLAYER) { 1674 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1675 {
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; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1677 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 1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1681 }
1682 else
1683 {
1720 arrow->level = op->level; 1684 arrow->level = op->level;
1685 arrow->stats.wc -= bow->magic;
1686
1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1721 } 1689 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 arrow->stats.wc -= arrow->level;
1692
1723 arrow->attacktype |= bow->attacktype; 1693 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying);
1726 1694
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1697
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1699 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1700
1735 if (!was_destroyed(arrow, tag)) 1701 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1702 move_arrow (arrow);
1737 1703
1738 if (op->type == PLAYER) { 1704 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1705 {
1706 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1707 esrv_del_item (op->contr, left->count);
1741 else 1708 else
1742 esrv_send_item(op, left); 1709 esrv_send_item (op, left);
1743 } 1710 }
1711
1744 return 1; 1712 return 1;
1745} 1713}
1746 1714
1747/* Special fire code for players - this takes into 1715/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1716 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1717 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1718 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1719 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1720 * hence the function name.
1753 */ 1721 */
1722int
1754int player_fire_bow(object *op, int dir) 1723player_fire_bow (object *op, int dir)
1755{ 1724{
1756 int ret=0, wcmod=0; 1725 int ret = 0, wcmod = 0;
1757 1726
1758 if (op->contr->bowtype == bow_bestarrow) { 1727 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1728 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1729 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); 1730 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1732 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1734 wcmod = -1;
1735
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1737 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1738 else if (op->contr->bowtype == bow_threewide)
1739 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 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)]); 1741 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)]); 1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1743 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1744 else if (op->contr->bowtype == bow_spreadshot)
1745 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 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); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1749 }
1776 } else { 1750 else
1751 {
1777 /* Simple case */ 1752 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1754 }
1755
1780 return ret; 1756 return ret;
1781} 1757}
1782 1758
1783 1759
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1786 */ 1762 */
1763void
1787void fire_misc_object(object *op, int dir) 1764fire_misc_object (object *op, int dir)
1788{ 1765{
1789 object *item; 1766 object *item = op->contr->ranged_ob;
1790 1767
1791 if (!op->contr->ranges[range_misc]) { 1768 if (!item)
1769 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1771 return;
1794 } 1772 }
1795 1773
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1774 if (!item->inv)
1775 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1777 return;
1800 } 1778 }
1779
1780 op->set_weapon (item);
1781
1801 if (item->type == WAND) { 1782 if (item->type == WAND)
1783 {
1802 if(item->stats.food<=0) { 1784 if (item->stats.food <= 0)
1785 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1805 return; 1789 return;
1806 } 1790 }
1791 }
1807 } else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1793 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1795 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1810 if (item->type== ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1800 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1801 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)); 1802
1816 return; 1803 return;
1817 } 1804 }
1818 } 1805 }
1819 1806
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1808 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1809 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1810 if (item->type == WAND)
1811 {
1823 if (!(--item->stats.food)) { 1812 if (!(--item->stats.food))
1813 {
1824 object *tmp; 1814 object *tmp;
1815
1825 if (item->arch) { 1816 if (item->arch)
1817 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
1828 item->speed = 0; 1820 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1821 }
1822
1831 if ((tmp=is_player_inv(item))) 1823 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1825 }
1834 } 1826 }
1835 else if (item->type == ROD || item->type==HORN) { 1827 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1828 drain_rod_charge (item);
1837 }
1838 } 1829 }
1839} 1830}
1840 1831
1841/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1842 */ 1833 */
1834void
1843void fire(object *op,int dir) { 1835fire (object *op, int dir)
1836{
1844 int spellcost=0; 1837 int spellcost = 0;
1845 1838
1846 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1840 if (action_makes_visible (op))
1841 make_visible (op);
1848 1842
1849 switch(op->contr->shoottype) { 1843 player *pl = op->contr;
1850 case range_none: 1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1851 return; 1848 return;
1849 }
1852 1850
1853 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1854 player_fire_bow(op, dir); 1859 player_fire_bow (op, dir);
1855 return; 1860 break;
1856 1861
1857 case range_magic: /* Casting spells */ 1862 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1864 break;
1860 1865
1861 case range_misc: 1866 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 ); 1867 apply_map_builder (op, dir);
1886 return; 1868 break;
1869
1870 case SKILL:
1871 case SKILL_TOOL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1887 default: 1875 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1889 return; 1877 break;
1890 } 1878 }
1891} 1879}
1892
1893
1894 1880
1895/* find_key 1881/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1886 * pl is the player,
1901 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1904 */ 1890 */
1905 1891object *
1906object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1907{ 1893{
1908 object *tmp,*key; 1894 object *tmp, *key;
1909 1895
1910 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1912 1899
1913 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1916 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1918 */ 1907 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1909 break;
1921 } 1910 }
1911
1922 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1915 * a key, return
1926 */ 1916 */
1927 if (!tmp) { 1917 if (!tmp)
1918 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1929 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1932 } 1926 }
1933 } 1927 }
1928
1929 if (!tmp)
1934 if (!tmp) return NULL; 1930 return NULL;
1935 } 1931 }
1932
1936 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
1938 */ 1935 */
1939 if (pl!=container) { 1936 if (pl != container)
1937 {
1940 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1942 /* cases where this fails: 1941 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1943 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1946 * containers can be used. 1945 * containers can be used.
1947 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1951 * 1950 *
1952 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1953 * all the others. 1952 * all the others.
1954 */ 1953 */
1955 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1957 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1959 "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; 1960 return NULL;
1964 } 1961 }
1965 } 1962 }
1963
1966 return tmp; 1964 return tmp;
1967} 1965}
1968 1966
1969/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1972 * 0 otherwise 1970 * 0 otherwise
1973 */ 1971 */
1972static int
1974static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1975{ 1974{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1980 */ 1978 */
1981 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1982 1980
1983 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1984 if (key) { 1982 if (key)
1983 {
1985 object *container=key->env; 1984 object *container = key->env;
1986 1985
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1990 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1995 "You open the door with the %s", query_short_name(key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2000 }
2001
1998 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2001 if (container != op) 2005 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2003 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
2004 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
2005 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2014 return 1;
2008 } 2015 }
2016
2009 return 0; 2017 return 0;
2010} 2018}
2011 2019
2012/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2017 */ 2025 */
2018 2026void
2019void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2020{ 2028{
2021 object *tmp, *mon; 2029 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2030 int on_battleground;
2024 mapstruct *m; 2031 maptile *m;
2025 2032
2026 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2028 2035
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2030 2037
2031 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * 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 2042 * 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 2043 * 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 2044 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2045 * move_ob uses.
2039 */ 2046 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2049 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 } 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2045 else m =op->map; 2056 m = op->map;
2046 2057
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 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");*/ 2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if ((op->type == PLAYER)
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2114#else
2115 && mon->owner == op
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 {
2119 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced)
2049 return; 2121 return;
2050 }
2051 2122
2052 mon = NULL; 2123 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 2124 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2125 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2126 make_visible (op);
2056 * on the space 2127
2128 return;
2129 }
2130
2131 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't
2134 * attack them either.
2057 */ 2135 */
2058 while (tmp!=NULL) { 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2138#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2139 (op->contr->peaceful
2140 || (mon->type == PLAYER
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground))
2147 {
2148 if (!op->contr->braced)
2149 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 push_ob (mon, dir, op);
2062 } 2152 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2153 else
2064 mon = tmp; 2154 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2155
2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2158 }
2159
2160 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced.
2162 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op))
2167 make_visible (op);
2168 }
2169
2170 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen.
2175 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 {
2179
2180 /* If the player hasn't hit something this tick, and does
2181 * so, give them speed boost based on weapon speed. Doing
2182 * it here is better than process_players2, which basically
2183 * incurred a 1 tick offset.
2184 */
2185 if (!op->contr->has_hit)
2186 {
2187 op->speed_left += op->speed / op->contr->weapon_sp;
2188
2189 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2190 }
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 2191
2075 if(mon->head != NULL) 2192 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2193
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2194 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2195 * hitback, and doesn't loose luck either.
2080 2196 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2197 * 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 */ 2198 */
2088 2199 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 )) { 2200 {
2129 if (!op->contr->braced) { 2201 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2202
2131 (void) push_ob(mon,dir,op); 2203 mon->contr->has_hit = 1;
2132 } else { 2204 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2205 mon->stats.luck = luck;
2134 } 2206 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2207
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); 2208 if (action_makes_visible (op))
2144 } 2209 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 } 2210 }
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 */ 2211 } /* if player should attack something */
2185} 2212}
2186 2213
2214int
2187int move_player(object *op,int dir) { 2215move_player (object *op, int dir)
2216{
2188 int pick; 2217 int pick;
2189 2218
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2219 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; 2220 return 0;
2221
2222 /* Sanity check: make sure dir is valid */
2223 if ((dir < 0) || (dir >= 9))
2224 {
2225 LOG (llevError, "move_player: invalid direction %d\n", dir);
2226 return 0;
2227 }
2228
2229 /* peterm: added following line */
2230 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2231 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2232
2233 op->facing = dir;
2234
2235 if (op->hide)
2236 do_hidden_move (op);
2237
2238 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2239 /*nop */ ;
2240 else if (op->contr->fire_on)
2241 fire (op, dir);
2242 else
2243 {
2244 move_player_attack (op, dir);
2245 pick = check_pick (op);
2246 }
2247
2248 /* Add special check for newcs players and fire on - this way, the
2249 * server can handle repeat firing.
2250 */
2251 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2252 op->direction = dir;
2253 else
2254 op->direction = 0;
2255
2256 /* Update how the player looks. Use the facing, so direction may
2257 * get reset to zero. This allows for full animation capabilities
2258 * for players.
2259 */
2260 animate_object (op, op->facing);
2261 return 0;
2231} 2262}
2232 2263
2233/* This is similar to handle_player, below, but is only used by the 2264/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2265 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2266 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2267 * the new speed values for commands.
2237 * 2268 *
2238 * Returns true if there are more actions we can do. 2269 * Returns true if there are more actions we can do.
2239 */ 2270 */
2271int
2240int handle_newcs_player(object *op) 2272handle_newcs_player (object *op)
2241{ 2273{
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)) { 2274 if (QUERY_FLAG (op, FLAG_SCARED))
2275 {
2259 flee_player(op); 2276 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2277 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2262 op->speed_left--; 2280 op->speed_left--;
2263 return 0; 2281 return 0;
2264 } 2282 }
2265 } 2283 }
2266 2284
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 2285 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2286 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2287 * called, so we recheck it here.
2282 */ 2288 */
2283 HandleClient(&op->contr->socket, op->contr); 2289 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2290 return 1;
2285 2291
2292 if (op->speed_left > 0)
2293 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2294 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2295 {
2287 /* All move commands take 1 tick, at least for now */ 2296 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2297 op->speed_left--;
2289 2298
2290 /* Instead of all the stuff below, let move_player take care 2299 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2300 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2301 * there, as well as the confusion stuff.
2293 */ 2302 */
2294 move_player(op, op->direction); 2303 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2304
2296 else return 0; 2305 return op->speed_left > 0;
2306 }
2297 } 2307 }
2308
2309 return 0;
2310}
2311
2312int
2313save_life (object *op)
2314{
2315 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2316 return 0;
2299}
2300 2317
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) 2318 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2319 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2320 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2321 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2322 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2323
2312 query_name(tmp));
2313 if (op->contr) 2324 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2325 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2326
2316 free_object(tmp); 2327 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2329
2318 if(op->stats.hp<0) 2330 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2331 op->stats.hp = op->stats.maxhp;
2332
2320 if(op->stats.food<0) 2333 if (op->stats.food < 0)
2321 op->stats.food = 999; 2334 op->stats.food = 999;
2322 fix_player(op); 2335
2336 op->update_stats ();
2323 return 1; 2337 return 1;
2324 } 2338 }
2339
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2340 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2342 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2343 return 0;
2329} 2344}
2330 2345
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2346/* 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 2347 * 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 2348 * function will descend into containers. op is the object to start the search
2334 * from. 2349 * from.
2335 */ 2350 */
2351void
2336void remove_unpaid_objects(object *op, object *env) 2352remove_unpaid_objects (object *op, object *env)
2337{ 2353{
2338 object *next;
2339
2340 while (op) { 2354 while (op)
2355 {
2341 next=op->below; /* Make sure we have a good value, in case 2356 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2357
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2358 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2359 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2360 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2361 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2362
2363 op->insert_at (env);
2351 } 2364 }
2365 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2366 remove_unpaid_objects (op->inv, env);
2367
2353 op=next; 2368 op = next;
2354 } 2369 }
2355} 2370}
2356
2357 2371
2358/* 2372/*
2359 * Returns pointer a static string containing gravestone text 2373 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2374 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2375 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2376 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2377 * but there isn't one in the server directory.
2364 */ 2378 */
2379char *
2365char *gravestone_text (object *op) 2380gravestone_text (object *op)
2366{ 2381{
2367 static char buf2[MAX_BUF]; 2382 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2383 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2384 time_t now = time (NULL);
2370 2385
2371 strcpy (buf2, " R.I.P.\n\n"); 2386 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2388 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2389 else
2375 sprintf (buf, "%s\n", op->name); 2390 sprintf (buf, "%s\n", &op->name);
2391
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2393 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2395 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2396 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2397 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2398
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2399 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2400 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2401 if (op->type == PLAYER)
2402 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2403 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2404 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2405 strcat (buf2, buf);
2388 } 2406 }
2407
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2408 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2409 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2410 strcat (buf2, buf);
2411
2392 return buf2; 2412 return buf2;
2393} 2413}
2394 2414
2395 2415void
2396
2397void do_some_living(object *op) { 2416do_some_living (object *op)
2417{
2398 int last_food=op->stats.food; 2418 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2419 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2420 int over_hp, over_sp, over_grace;
2401 int i; 2421 int i;
2402 int rate_hp = 1200; 2422 int rate_hp = 1200;
2403 int rate_sp = 2500; 2423 int rate_sp = 2500;
2404 int rate_grace = 2000; 2424 int rate_grace = 2000;
2405 const int max_hp = 1; 2425 const int max_hp = 1;
2406 const int max_sp = 1; 2426 const int max_sp = 1;
2407 const int max_grace = 1; 2427 const int max_grace = 1;
2408 2428
2409 if (op->contr->outputs_sync) { 2429 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2430 {
2411 if (op->contr->outputs[i].buf!=NULL && 2431 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2432 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2433 * depending on the value of invisible, so we need to
2434 * alternate it here for it to work correctly.
2435 */
2436 if (pticks & 2)
2437 op->invisible--;
2414 } 2438 }
2439 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2440 {
2441 if (!op->invisible--)
2442 {
2443 make_visible (op);
2444 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2445 }
2446 }
2415 2447
2416 if(op->contr->state==ST_PLAYING) { 2448 if (op->contr->ns->state == ST_PLAYING)
2417 2449 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2452 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2454 else
2455 {
2423 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2458 }
2459
2426 if(op->contr->gen_sp >= 0 ) 2460 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2462 else
2463 {
2429 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2466 }
2467
2432 if(op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2470 else
2471 {
2435 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2474 }
2438 2475
2439 /* Regenerate Spell Points */ 2476 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2477 if (!op->contr->golem && --op->last_sp < 0)
2478 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2479 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) { 2480 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2481 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2482 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2483 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2484 if (!QUERY_FLAG (op, FLAG_WIZ))
2485 {
2486 op->stats.food--;
2487 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion;
2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490 op->stats.food = last_food;
2463 } 2491 }
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 } 2492 }
2493
2494 if (max_sp > 1)
2495 {
2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509 op->last_sp = 0;
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2487 } else { 2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517
2518 /* Regenerate Grace */
2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520 if (--op->last_grace < 0)
2521 {
2522 if (op->stats.grace < op->stats.maxgrace / 2)
2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2525 if (max_grace > 1)
2526 {
2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2528 if (over_grace > 0)
2529 {
2530 op->stats.sp += over_grace
2531 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2532 op->last_grace = 0;
2533 }
2534 else
2535 {
2536 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2537 }
2538 }
2539 else
2540 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2541 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2542 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2543 /* wearing stuff doesn't detract from grace generation. */
2491 } 2544 }
2492 2545
2493 /* Regenerate Hit Points */ 2546 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2547 if (--op->last_heal < 0)
2548 {
2495 if(op->stats.hp<op->stats.maxhp) { 2549 if (op->stats.hp < op->stats.maxhp)
2550 {
2496 op->stats.hp++; 2551 op->stats.hp++;
2497 /* dms do not consume food */ 2552 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2554 {
2555 op->stats.food--;
2500 if(op->contr->digestion<0) 2556 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2558 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; 2559 op->stats.food = last_food;
2560 }
2561 }
2562
2563 if (max_hp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 {
2568 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2569 op->last_heal = 0;
2570 }
2571 else
2572 {
2573 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 }
2575 }
2576 else
2577 {
2578 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 }
2505 } 2580 }
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 2581
2521 /* Digestion */ 2582 /* Digestion */
2522 if(--op->last_eat<0) { 2583 if (--op->last_eat < 0)
2584 {
2523#ifdef COZY_SERVER 2585#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2588#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2589 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 2590#endif
2531 2591
2532 if(op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2594 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2536 /* dms do not consume food */ 2597 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2599 op->stats.food--;
2539 } 2600 }
2540 2601
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2603 {
2542 object *tmp, *flesh=NULL; 2604 object *tmp, *flesh = 0;
2543 2605
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2607 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2609 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2613 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2615 break;
2551 } 2616 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2617 else if (tmp->type == FLESH)
2618 flesh = tmp;
2553 } /* End if paid for object */ 2619 } /* End if paid for object */
2554 } /* end of for loop */ 2620 } /* end of for loop */
2621
2555 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2623 * eat flesh instead.
2557 */ 2624 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2626 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2628 manual_apply (op, flesh, 0);
2561 } 2629 }
2562 } /* end if player is starving */ 2630 }
2563 2631
2564 while(op->stats.food<0&&op->stats.hp>0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2566 2634
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2636 kill_player (op);
2637 }
2569} 2638}
2570
2571
2572 2639
2573/* If the player should die (lack of hp, food, etc), we call this. 2640/* 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 2641 * 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 2642 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2643 * file.
2577 */ 2644 */
2645void
2578void kill_player(object *op) 2646kill_player (object *op)
2579{ 2647{
2580 char buf[MAX_BUF]; 2648 char buf[MAX_BUF];
2581 int x,y,i; 2649 int x, y;
2650
2651 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2652 maptile *map; /* this is for resurrection */
2653
2583 int z; 2654 /* int z;
2584 int num_stats_lose; 2655 int num_stats_lose;
2585 int lost_a_stat; 2656 int lost_a_stat;
2586 int lose_this_stat; 2657 int lose_this_stat;
2587 int this_stat; 2658 int this_stat; */
2588 int will_kill_again; 2659 int will_kill_again;
2589 archetype *at; 2660 archetype *at;
2590 object *tmp; 2661 object *tmp;
2591 2662
2592 if(save_life(op)) 2663 if (save_life (op))
2593 return; 2664 return;
2594 2665
2595 2666
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2667 /* 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. 2668 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2669 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2670 */
2600 if (op_on_battleground(op, &x, &y)) { 2671 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2672 {
2602 "You have been defeated in combat!"); 2673 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, 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2675
2605
2606 /* restore player */ 2676 /* restore player */
2607 at = find_archetype("poisoning"); 2677 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2679 {
2610 remove_ob(tmp); 2680 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2682 }
2683
2684 at = archetype::find ("confusion");
2685 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2686 {
2614 2687 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"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2689 }
2622 2690
2623 cure_disease(op,0); /* remove any disease */ 2691 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2693 if (op->stats.food <= 0)
2626 2694 op->stats.food = 999;
2695
2627 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2698 {
2631 sprintf(buf,"%s's finger",op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2700 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2704 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2705 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2708 }
2709
2644 /* teleport defeated player to new destination*/ 2710 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2712 op->contr->braced = 0;
2647 return; 2713 return;
2648 } 2714 }
2649 2715
2650 INVOKE_PLAYER (DEATH, op->contr); 2716 INVOKE_PLAYER (DEATH, op->contr);
2651 2717
2652 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2653 2719
2654 if(op->stats.food<0) { 2720 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2721 {
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); 2722 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2723 strcpy (op->contr->killer, "starvation");
2663 } 2724 }
2664 else { 2725 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); 2726 sprintf (buf, "%s died.", &op->name);
2672 } 2727
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2729
2675 /* save the map location for corpse, gravestone*/ 2730 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2731 x = op->x;
2732 y = op->y;
2733 map = op->map;
2677 2734
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2736 * 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. 2737 * See the config.h file for a little more in depth detail about this.
2683 */ 2738 */
2684 2739
2685 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2742 * of death.
2688 */ 2743 */
2689#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2745 if (settings.balanced_stat_loss)
2746 {
2691 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2749 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2752 little bit harder. */
2697 /* GD */ 2753 /* GD */
2698 if (settings.stat_loss_on_death) 2754 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; 2755 num_stats_lose = 1;
2704 } 2756 else
2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
2760 num_stats_lose = 1;
2761
2705 lost_a_stat = 0; 2762 lost_a_stat = 0;
2706 2763
2707 for (z=0; z<num_stats_lose; z++) { 2764 for (z = 0; z < num_stats_lose; z++)
2765 {
2708 i = RANDOM() % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
2709 2767
2710 if (settings.stat_loss_on_death) { 2768 if (settings.stat_loss_on_death)
2769 {
2711 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2771 * what he lost.
2713 */ 2772 */
2714 change_attr_value(&(op->stats), i,-1); 2773 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2774 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2778 lost_a_stat = 1;
2720 } else { 2779 }
2780 else
2781 {
2721 /* deplete a stat */ 2782 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2783 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2724 2788 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2789 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2790 insert_ob_in_ob (dep, op);
2729 } 2791 }
2730 lose_this_stat = 1; 2792 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2793 if (settings.balanced_stat_loss)
2794 {
2732 /* GD */ 2795 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2796 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2797 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2798 if (this_stat < 0)
2799 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2801 int keep_chance = this_stat * this_stat;
2802
2738 /* Yes, I am paranoid. Sue me. */ 2803 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2804 if (keep_chance < 1)
2740 keep_chance = 1; 2805 keep_chance = 1;
2741 2806
2742 /* There is a maximum depletion total per level. */ 2807 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2809 {
2744 lose_this_stat = 0; 2810 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2812 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 } 2813 }
2756 } 2814 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 */ 2815 {
2766 if (this_stat>=-50) { 2816 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; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2821 }
2773 } 2822 }
2774 } 2823 }
2775 } 2824
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2778 { 2835 {
2779 /* determine_god() seems to not work sometimes... why is this? 2836 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2837 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 " 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2839 op->update_stats ();
2785 " you.", god); 2840 lost_a_stat = 1;
2786 else 2841 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2842 }
2843 }
2844 }
2845 /* If no stat lost, tell the player. */
2846 if (!lost_a_stat)
2847 {
2848 /* determine_god() seems to not work sometimes... why is this?
2849 Should I be using something else? GD */
2850 const char *god = determine_god (op);
2851
2852 if (god && (strcmp (god, "none")))
2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2854 else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2856 }
2857#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2859#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 2860
2794 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2862 * exp loss on the stone.
2796 */ 2863 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2866 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2868 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2869 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" 2870 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; 2871 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2873
2811 /**************************************/ 2874 /**************************************/
2812 /* */ 2875 /* */
2813 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
2816 /* */ 2879 /* */
2817 /**************************************/ 2880 /**************************************/
2818 2881
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2882 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2883 /* restore player */
2821 at = find_archetype("poisoning"); 2884 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2885 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2886
2824 remove_ob(tmp); 2887 if (tmp)
2825 free_object(tmp); 2888 {
2889 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2891 }
2828 2892
2829 at = find_archetype("confusion"); 2893 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2894 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2895 if (tmp)
2832 remove_ob(tmp); 2896 {
2833 free_object(tmp); 2897 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2899 }
2900
2836 cure_disease(op,0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
2837 2902
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2904 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2905 if (op->stats.food < 100)
2906 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2910
2845 /* 2911 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2912 * 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 2913 * and put them back in the map.
2848 * in the map. 2914 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2853 2916
2854 /****************************************/ 2917 /****************************************/
2855 /* */ 2918 /* */
2856 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
2858 /* */ 2921 /* */
2859 /****************************************/ 2922 /****************************************/
2860 2923
2861 enter_player_savebed(op); 2924 enter_player_savebed (op);
2862 2925
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2926 op->contr->braced = 0;
2867 save_player(op,1);
2868 2927
2869 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2931 * on the space that might harm the player.
2873 */ 2932 */
2874 will_kill_again=0; 2933 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
2878 } 2937
2879 if (will_kill_again) { 2938 if (will_kill_again)
2939 {
2880 object *force; 2940 object *force;
2881 int at; 2941 int at;
2882 2942
2883 force=get_archetype(FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2945 force->speed = 0.1;
2886 force->speed_left=-5.0; 2946 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2948 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2950 force->resist[at] = 100;
2951
2952 insert_ob_in_ob (force, op);
2953 op->update_stats ();
2954
2955 }
2956
2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2958}
2959
2960void
2961loot_object (object *op)
2962{ /* Grab and destroy some treasure */
2963 object *tmp, *tmp2, *next;
2964
2965 op->close_container (); /* close open sack first */
2966
2967 for (tmp = op->inv; tmp; tmp = next)
2968 {
2969 next = tmp->below;
2970
2971 if (tmp->invisible)
2972 continue;
2973
2974 tmp->remove ();
2975 tmp->x = op->x, tmp->y = op->y;
2976
2977 if (tmp->type == CONTAINER)
2978 loot_object (tmp); /* empty container to ground */
2979
2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2981 {
2982 if (tmp->nrof > 1)
2983 {
2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2985 tmp2->destroy ();
2986 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2987 }
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 { 2988 else
2950 delete_character(op->name,1); 2989 tmp->destroy ();
2951 } 2990 }
2952 } 2991 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); 2992 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 } 2993 }
2997} 2994}
2998 2995
2999/* 2996/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2999 * was changed.
3003 */ 3000 */
3004 3001void
3005void fix_weight(void) { 3002fix_weight (void)
3006 player *pl; 3003{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3004 for_all_players (pl)
3005 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3007
3009 if(old == sum) 3008 if (old == sum)
3010 continue; 3009 continue;
3011 fix_player(pl->ob); 3010 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3012 }
3015} 3013}
3016 3014
3015void
3017void fix_luck(void) { 3016fix_luck (void)
3018 player *pl; 3017{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3018 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3020 pl->ob->change_luck (0);
3022} 3021}
3023
3024 3022
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3028 */ 3026 */
3029
3030void 3027void
3031cast_dust (object * op, object * throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3032{ 3029{
3033 object *skop, *spob; 3030 object *skop, *spob;
3034 3031
3035 skop = find_skill_by_name (op, throw_ob->skill); 3032 skop = find_skill_by_name (op, throw_ob->skill);
3036 3033
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3034 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3035 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3036 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3037 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3038 return;
3043 } 3039 }
3044 3040
3045 spob = throw_ob->inv; 3041 spob = throw_ob->inv;
3046 3042
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3043 // 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 3044 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3045 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3046 if (!spob)
3051 { 3047 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3048 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; 3049 return;
3055 } 3050 }
3056 3051
3057 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3053 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3054
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3055 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3056
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3057 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3058}
3066 3059
3060void
3067void make_visible (object *op) { 3061make_visible (object *op)
3062{
3068 op->hide = 0; 3063 op->hide = 0;
3069 op->invisible = 0; 3064 op->invisible = 0;
3070 if(op->type==PLAYER) { 3065 if (op->type == PLAYER)
3066 {
3071 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3068 op->contr->invis_race = 0;
3073 } 3069 }
3070
3074 update_object(op,UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3075} 3072}
3076 3073
3074int
3077int is_true_undead(object *op) { 3075is_true_undead (object *op)
3078 object *tmp=NULL; 3076{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3078 return 1;
3081 3079
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; 3080 return 0;
3087} 3081}
3088 3082
3089/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3085 * indicate greater hideability.
3092 */ 3086 */
3093 3087
3088int
3094int hideability(object *ob) { 3089hideability (object *ob)
3090{
3095 int i,level=0, mflag; 3091 int i, level = 0, mflag;
3096 sint16 x,y; 3092 sint16 x, y;
3097 3093
3098 if(!ob||!ob->map) return 0; 3094 if (!ob || !ob->map)
3095 return 0;
3099 3096
3100 /* so, on normal lighted maps, its hard to hide */ 3097 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3098 level = ob->map->darkness - 2;
3102 3099
3103 /* this also picks up whether the object is glowing. 3100 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3101 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3102 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3103 if (has_carried_lights (ob))
3104 level = -(10 + (2 * ob->map->darkness));
3107 3105
3108 /* scan through all nearby squares for terrain to hide in */ 3106 /* 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]) { 3107 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3108 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3109 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3110 if (mflag & P_OUT_OF_MAP)
3111 {
3112 continue;
3113 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3114 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3115 level += 2;
3114 else /* open terrain! */ 3116 else /* open terrain! */
3115 level -= 1; 3117 level -= 1;
3116 } 3118 }
3117 3119
3118#if 0 3120#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3121 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3122#endif
3121 return level; 3123 return level;
3122} 3124}
3123 3125
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3126/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3127 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3128 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3129 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3130 */
3129 3131
3132void
3130void do_hidden_move (object *op) { 3133do_hidden_move (object *op)
3134{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3136 object *skop;
3133 3137
3134 if(!op || !op->map) return; 3138 if (!op || !op->map)
3139 return;
3135 3140
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3142
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3144 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3145 if (!skop || num >= skop->level)
3146 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3147 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); 3148 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3149 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3150 }
3151 else
3152 num += 20;
3153
3154 num += op->map->difficulty;
3155 hide = hideability (op); /* modify by terrain hidden level */
3156 num -= hide;
3157
3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3159 {
3160 make_visible (op);
3161 if (op->type == PLAYER)
3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3163 }
3154 else if (op->type == PLAYER && skop) { 3164 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3166}
3158 3167
3159/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3160 3169
3170int
3161int stand_near_hostile( object *who ) { 3171stand_near_hostile (object *who)
3172{
3162 object *tmp=NULL; 3173 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3174 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3175 maptile *m;
3165 sint16 x,y; 3176 sint16 x, y;
3166 3177
3167 if(!who) return 0; 3178 if (!who)
3179 return 0;
3168 3180
3169 if(who->type==PLAYER) player=1; 3181 if (who->type == PLAYER)
3182 player = 1;
3183
3184 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3185 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3186
3172 /* search adjacent squares */ 3187 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3188 for (i = 1; i < 9; i++)
3189 {
3174 x = who->x+freearr_x[i]; 3190 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3191 y = who->y + freearr_y[i];
3176 m = who->map; 3192 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3193 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3194 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3195 * blocked, don't need to check this space.
3180 */ 3196 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3197 if (mflags & P_OUT_OF_MAP)
3198 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3200 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3201
3185 if((player||friendly) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3203 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3205 return 1;
3206 else if (tmp->type == PLAYER)
3207 {
3208 /*don't let a hidden DM prevent you from hiding */
3209 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3210 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 } 3211 }
3194 } 3212 }
3195 } 3213 }
3196 return 0; 3214 return 0;
3197} 3215}
3198 3216
3199/* check the player los field for viewability of the 3217/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3218 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3219 * 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. 3226 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3227 * -b.t.
3210 * This function is now map tiling safe. 3228 * This function is now map tiling safe.
3211 */ 3229 */
3212 3230
3231int
3213int player_can_view (object *pl,object *op) { 3232player_can_view (object *pl, object *op)
3233{
3214 rv_vector rv; 3234 rv_vector rv;
3215 int dx,dy; 3235 int dx, dy;
3216 3236
3217 if(pl->type!=PLAYER) { 3237 if (pl->type != PLAYER)
3238 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3240 return -1;
3220 } 3241 }
3221 if (!pl || !op) return 0;
3222 3242
3223 if(op->head) { op = op->head; } 3243 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; 3244 return 0;
3245
3246 op = op->head_ ();
3247
3248 get_rangevector (pl, op, &rv, 0x1);
3249
3250 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any
3252 * part that is in the los array but isnt on
3253 * a blocked los square.
3254 * we use the archetype to figure out offsets.
3255 */
3256 while (op)
3257 {
3258 dx = rv.distance_x + op->arch->clone.x;
3259 dy = rv.distance_y + op->arch->clone.y;
3260
3261 /* only the viewable area the player sees is updated by LOS
3262 * code, so we need to restrict ourselves to that range of values
3263 * for any meaningful values.
3264 */
3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3268 return 1;
3269 op = op->more;
3270 }
3271 return 0;
3247} 3272}
3248 3273
3249/* routine for both players and monsters. We call this when 3274/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3275 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3276 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3277 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3278 * return 0.
3254 */ 3279 */
3280int
3255int action_makes_visible (object *op) { 3281action_makes_visible (object *op)
3282{
3256 3283
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3284 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3286 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3287 return 0;
3260 3288
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3289 if (op->contr && op->contr->tmp_invis == 0)
3290 return 0;
3262 3291
3263 /* If monsters, they should become visible */ 3292 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3293 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3294 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3295 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3296 return 1;
3267 } 3297 }
3268 } 3298 }
3269 return 0; 3299 return 0;
3270} 3300}
3271 3301
3272/* op_on_battleground - checks if the given object op (usually 3302/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3303 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3304 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3305 * -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 3306 * 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 3307 * 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 3308 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3309 */
3310int
3280int op_on_battleground (object *op, int *x, int *y) { 3311op_on_battleground (object *op, int *x, int *y)
3312{
3281 object *tmp; 3313 object *tmp;
3282 3314
3283 /* A battleground-tile needs the following attributes to be valid: 3315 /* 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), 3316 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3318 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3319 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3320 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3322 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3324 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3326 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3327 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3328 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3329 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 {
3296 object *invtmp; 3331 object *invtmp;
3332
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3333 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3334 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3336 {
3300 if (x != NULL && y != NULL) 3337 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3339 return 1;
3340 }
3303 } 3341 }
3304 } 3342 }
3305 }
3306 if (x != NULL && y != NULL) 3343 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3345 return 1;
3346 }
3309 } 3347 }
3310 }
3311 } 3348 }
3312 /* If we got here, did not find a battleground */ 3349 /* If we got here, did not find a battleground */
3313 return 0; 3350 return 0;
3314} 3351}
3315 3352
3316/* 3353/*
3320 * attributes: 3357 * attributes:
3321 * object *who the dragon player 3358 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3359 * int atnr the attack-number of the ability focus
3323 * int level ability level 3360 * int level ability level
3324 */ 3361 */
3362void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3363dragon_ability_gain (object *who, int atnr, int level)
3364{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3365 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3366 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3367 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3368 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3370 int i = 0, j = 0;
3332 3371
3333 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3342 3381
3343 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3383 return;
3384
3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3386
3387 if (!tr || !tr->item)
3388 {
3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390 return;
3391 }
3392
3393 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone);
3395
3396 if (item->type == SPELL)
3397 {
3398 if (check_spell_known (who, item->name))
3344 return; 3399 return;
3345 3400
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3401 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3402 do_learn_spell (who, item, 0);
3348 3403 return;
3349 if (tr == NULL || tr->item == NULL) { 3404 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405
3406 /* grant direct spell */
3407 if (item->type == SPELLBOOK)
3408 {
3409 if (!item->inv)
3410 {
3411 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3412 return;
3413 }
3414 if (check_spell_known (who, item->inv->name))
3351 return; 3415 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) { 3416 if (item->invisible)
3417 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3418 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); 3419 do_learn_spell (who, item->inv, 0);
3378 return; 3420 return;
3379 } 3421 }
3380 } 3422 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3423 else if (item->type == SKILL_TOOL && item->invisible)
3424 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3425 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3426 {
3383 3427
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3428 /* 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 3429 * 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, 3430 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3431 * but not all of them, he gets nothing.
3388 */ 3432 */
3389 if (!(skop->attacktype & item->attacktype)) { 3433 if (!(skop->attacktype & item->attacktype))
3434 {
3390 /* Give new attacktype */ 3435 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3436 skop->attacktype |= item->attacktype;
3392 3437
3393 /* always add physical if there's none */ 3438 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3439 skop->attacktype |= AT_PHYSICAL;
3395 3440
3396 if (item->msg != NULL) 3441 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3442 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3443
3399 /* Give player new face */ 3444 /* Give player new face */
3400 if (item->animation_id) { 3445 if (item->animation_id)
3446 {
3401 who->face = skop->face; 3447 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3448 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3449 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3450 who->last_anim = 0;
3405 who->state = 0; 3451 who->state = 0;
3406 animate_object(who, who->direction); 3452 animate_object (who, who->direction);
3407 } 3453 }
3408 } 3454 }
3409 } 3455 }
3410 } 3456 }
3411 else if (item->type == FORCE) { 3457 else if (item->type == FORCE)
3458 {
3412 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3460 object *skin;
3461
3414 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3465 ;
3418 3466
3467 if (!skin)
3468 return;
3469
3419 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3472 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3473 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3474
3423 /* print message */ 3475 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3476 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3477 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3478 {
3426 if(item->path_attuned & (1<<i)) { 3479 if (item->path_attuned & (1 << i))
3480 {
3427 if (j) 3481 if (j)
3428 strcat(buf," and "); 3482 strcat (buf, " and ");
3429 else 3483 else
3430 j = 1; 3484 j = 1;
3431 strcat(buf, spellpathnames[i]); 3485 strcat (buf, spellpathnames[i]);
3432 } 3486 }
3433 } 3487 }
3434 strcat(buf,"."); 3488 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3490 }
3437 3491
3438 /* evtl. adding flags: */ 3492 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3493 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3494 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3495 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3496 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3497 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3498 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3499
3446 /* print message if there is one */ 3500 /* print message if there is one */
3447 if (item->msg != NULL) 3501 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3503 }
3504 else
3449 } 3505 {
3450 else {
3451 /* generate misc. treasure */ 3506 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3507 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3508 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); 3509 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3510 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3511 esrv_send_item (who, tmp);
3457 } 3512 }
3458} 3513}
3459 3514
3460/** 3515/**
3461 * Unready an object for a player. This function does nothing if the object was 3516 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3517 * not readied.
3463 */ 3518 */
3519void
3464void player_unready_range_ob(player *pl, object *ob) { 3520player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3521{
3522 if (pl->ob->current_weapon == ob)
3523 pl->ob->current_weapon = 0;
3466 3524
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3525 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3526 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3527
3470 if (pl->shoottype == i) { 3528 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3529 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3530}
3531
3532sint8
3533player::visibility_at (maptile *map, int x, int y) const
3534{
3535 if (!ns)
3536 return 0;
3537
3538 int dx, dy;
3539 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3540 return 0;
3541
3542 x += dx - ns->current_x + ns->mapx / 2;
3543 y += dy - ns->current_y + ns->mapy / 2;
3544
3545 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3546 return 0;
3547
3548 return 100 - blocked_los [x][y];
3549}

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