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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 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) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL:
128 } 278 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 case WEAPON:
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_UNAPPLY);
131} 281 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; 282 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 283 }
171 } 284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
172 305 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 306 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 307 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}
180 308
181int playername_ok(const char *cp) { 309 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 310
185 for(;*cp!='\0';cp++) 311 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 312 ns->pl = 0;
187 return 0; 313 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 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 314 }
229 315
230 /* Clears basically the entire player structure except 316 if (ob)
231 * for next and socket. 317 ob->close_container (); //TODO: client-specific
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
236 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 338 * we deal with that below this point.
238 */ 339 */
239 p->party=NULL; 340 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 343
245#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 345
247#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
248 363 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
250 366 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 367}
302 368
303 369player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 370{
307 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
308 op->x = -1; 372 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 373}
312 374
313/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
315 * mode. 377 * mode.
316 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
317 383
318int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 385
321 p=get_player(NULL); 386 pl->ob->roll_stats ();
322 p->socket = *ns; 387 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 389
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 390 set_first_map (pl->ob);
333 391
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 392 return pl;
341} 393}
342 394
343/* 395/*
344 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
347 */ 399 */
400archetype *
348archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
349{ 402{
350 archetype *start = at; 403 archetype *start = at;
404
351 for (;;) { 405 for (;;)
406 {
352 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
353 at=first_archetype; 408 at = first_archetype;
354 else 409 else
355 at=at->next; 410 at = at->next;
411
356 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
357 return at; 413 return at;
414
358 if (at == start) { 415 if (at == start)
416 {
359 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 418 exit (-1);
361 } 419 }
362 } 420 }
363} 421}
364 422
365 423object *
366object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
367 object *op = NULL; 426 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 427 objectlink *ol;
370 unsigned lastdist; 428 unsigned lastdist;
371 rv_vector rv; 429 rv_vector rv;
372 430
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
374 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
378 */ 437 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
380 object *tmp=ol->ob; 440 object *tmp = ol->ob;
381 441
382 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 443 * itself will have been cleared.
384 */ 444 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
386 ol = ol->next; 447 ol = ol->next;
387 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
388 if (!ol) return op; 449 if (!ol)
389 } 450 return op;
451 }
390 452
391 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
397 */ 459 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 461 continue;
400 462
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
410 op=pl->ob; 464 {
465 op = ol->ob;
411 lastdist=rv.distance; 466 lastdist = rv.distance;
467 }
412 } 468 }
413 } 469
414 } 470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
415#if 0 478#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 480#endif
418 return op; 481 return op;
419} 482}
420 483
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 502 * is probably not a good thing.
440 */ 503 */
441#define MAX_SPACES 50 504#define MAX_SPACES 50
442
443 505
444/* 506/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 525 * is blocking itself.
464 */ 526 */
527int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
466 rv_vector rv; 530 rv_vector rv;
467 sint16 x,y; 531 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
470 534
471 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
472 536
473 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 538 return 0;
726}
727 539
728void confirm_password(object *op) { 540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 546
730 op->contr->write_buf[0]='\0'; 547 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 548 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 549 return 0;
733}
734 550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661}
662
663void
664give_initial_items (object *pl, treasurelist * items)
665{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755}
756
757void
735void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
736 if (party == NULL) { 760 if (party == NULL)
761 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 763 return;
739 } 764 }
765
740 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 770}
745
746 771
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
748int roll_stat(void) { 774roll_stat (void)
775{
749 int a[4],i,j,k; 776 int a[4], i, j, k;
750 777
751 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
753 780
754 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 782 if (a[i] < k)
756 k=a[i],j=i; 783 k = a[i], j = i;
757 784
758 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 786 if (i != j)
760 k+=a[i]; 787 k += a[i];
761 } 788
762 return k; 789 return k;
763} 790}
764 791
765void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
766 int sum=0; 799 int sum = 0;
767 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
769 802
770 do { 803 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 804 break;
772 op->stats.Dex=roll_stat(); 805 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 806
783 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 809
792 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 812
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 813 stats.exp = 0;
823 op->stats.ac=0; 814 stats.ac = 0;
824 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
825 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
828 825
829 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
830 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
833 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
834} 858}
835 859
836void Roll_Again(object *op) 860static void
861start_info (object *op)
837{ 862{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
846 864
847 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 869}
955 870
956/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
960 * not the class. 875 * not the class.
961 */ 876 */
962 877void
963int key_change_class(object *op, char key) 878player::chargen_race_done ()
964{ 879{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 882
979 /* Lauwenmark : Here we handle the BORN global event */ 883 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
981 886
982 /* Lauwenmark : We then generate a LOGIN event */ 887 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 888 INVOKE_PLAYER (LOGIN, ob->contr);
889
984 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
985 891
986 if (op->msg) { 892 if (ob->msg)
987 free_string(op->msg); 893 ob->msg = 0;
988 op->msg=NULL;
989 }
990 894
991 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
992 * to save here. 896 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 897 */
1033 898 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1103 next = mp->next; 902 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 903
1105 delete_map(mp); 904 start_info (ob);
1106 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1107 906 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1109 } 915 {
1110 play_again(op); 916 object *tmp;
1111 return 1; 917 char mapname[MAX_BUF];
1112}
1113 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1114void flee_player(object *op) { 970flee_player (object *op)
971{
1115 int dir,diff; 972 int dir, diff;
1116 rv_vector rv; 973 rv_vector rv;
1117 974
1118 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 979 return;
1122 } 980 }
1123 981
1124 if(op->enemy==NULL) { 982 if (op->enemy == NULL)
983 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 984 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 986 return;
1128 } 987 }
1129 988
1130 /* Seen some crashes here. Since we don't store an 989 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 990 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 991 * actual enemy, and the object is recycled.
1133 */ 992 */
1134 if (op->enemy->map == NULL) { 993 if (op->enemy->map == NULL)
994 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 995 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 996 op->enemy = NULL;
1137 return; 997 return;
1138 } 998 }
1139 999
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1141 op->enemy=NULL; 1002 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1004 return;
1144 } 1005 }
1006
1145 get_rangevector(op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1146 1008
1147 dir=absdir(4+rv.direction); 1009 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1010 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1155 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1020 op->enemy = NULL;
1158} 1021}
1159
1160 1022
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1025 * stop.
1164 */ 1026 */
1027int
1165int check_pick(object *op) { 1028check_pick (object *op)
1029{
1166 object *tmp, *next; 1030 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1031 int stop = 0;
1169 int j, k, wvratio; 1032 int wvratio;
1170 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1171
1172 1034
1173 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1175 return 1; 1037 return 1;
1176 1038
1177 op_tag = op->count;
1178
1179 next = op->below; 1039 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1040
1183 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1042 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1186 { 1044 {
1187 tmp = next; 1045 tmp = next;
1188 next = tmp->below; 1046 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1047
1192 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1193 return 0; 1049 return 0;
1194 1050
1195 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1196 continue; 1052 continue;
1197 1053
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1055 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1057 pick_up (op, tmp);
1202 continue; 1058 continue;
1203 } 1059 }
1204 1060
1205 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1207 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1065 {
1209 case 1: pick_up (op, tmp); 1066 case 0:
1210 return 1; 1067 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1068 case 1:
1212 return 0; 1069 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1070 return 1;
1214 case 4: pick_up (op, tmp); 1071 case 2:
1215 break; 1072 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1073 return 0;
1217 stop = 1; 1074 case 3:
1218 break; 1075 return 0; /* stop before pickup */
1219 case 6: 1076 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1222 pick_up(op, tmp); 1079 case 5:
1223 break; 1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1224 1087
1225 case 7: 1088 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1090 pick_up (op, tmp);
1228 break; 1091 break;
1229 1092
1230 default: 1093 default:
1231 /* use value density */ 1094 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1235 >= op->contr->mode) 1098 }
1236 pick_up(op,tmp); 1099 }
1237 } 1100 else
1238 } 1101 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1242 { 1104 {
1243 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1253 1115
1254 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1255 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1256 { 1118 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1258 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1260 { 1122 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1263 } 1125 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1268#if 0 1352#if 0
1269 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1271 { 1355 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1357 }
1274 { 1358 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1281 } 1367 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1368
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1369 return !stop;
1445} 1370}
1446 1371
1447/* 1372/*
1448 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1375 * found object is returned.
1451 */ 1376 */
1377object *
1452object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1453{ 1379{
1454 object *tmp = NULL; 1380 object *tmp = 0;
1455 1381
1456 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1461 return op; 1386 return op;
1387
1462 return tmp; 1388 return tmp;
1463} 1389}
1464 1390
1465/* 1391/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1396 */
1471 1397object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1399{
1474 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1476 1402
1477 if (!type) 1403 if (!type)
1478 return NULL; 1404 return NULL;
1479 1405
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1409 {
1410 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1412 if (i > betterby)
1486 tmp = ntmp; 1413 {
1487 betterby = i; 1414 tmp = ntmp;
1488 } 1415 betterby = i;
1416 }
1417 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1490 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1422 {
1493 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1424 {
1495 return arrow; 1425 *better = 100;
1496 } else { 1426 return arrow;
1497 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1432 }
1500 } else { 1433 }
1434 else
1435 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1502 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1441 {
1442 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1444 }
1508 } 1445 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1447 {
1448 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1450 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1452 {
1453 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1455 }
1456 }
1457 }
1517 } 1458 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1460 return find_arrow (op, type);
1522 1461
1523 *better = betterby; 1462 *better = betterby;
1524 return tmp; 1463 return tmp;
1525} 1464}
1526 1465
1527/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1468 * op = the shooter
1530 * type = bow->race 1469 * type = bow->race
1531 * dir = fire direction 1470 * dir = fire direction
1532 */ 1471 */
1533 1472object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1535{ 1474{
1536 object *tmp = NULL; 1475 object *tmp = NULL;
1537 mapstruct *m; 1476 maptile *m;
1538 int i, mflags, found, number; 1477 int i, mflags, found, number;
1539 sint16 x, y; 1478 sint16 x, y;
1540 1479
1541 if (op->map == NULL) 1480 if (op->map == NULL)
1542 return find_arrow(op, type); 1481 return find_arrow (op, type);
1543 1482
1544 /* do a dex check */ 1483 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1486 return find_arrow (op, type);
1548 1487
1549 m = op->map; 1488 m = op->map;
1550 x = op->x; 1489 x = op->x;
1551 y = op->y; 1490 y = op->y;
1552 1491
1553 /* find the first target */ 1492 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1555 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1559 tmp = NULL; 1500 tmp = NULL;
1560 break; 1501 break;
1502 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1506 * perhaps a bad assumption.
1564 */ 1507 */
1565 tmp = NULL; 1508 tmp = NULL;
1566 break; 1509 break;
1567 } 1510 }
1568 if (mflags & P_IS_ALIVE) { 1511 if (mflags & P_IS_ALIVE)
1512 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1515 {
1572 break; 1516 found++;
1573 } 1517 break;
1518 }
1574 if (found) 1519 if (found)
1575 break; 1520 break;
1576 } 1521 }
1577 } 1522 }
1578 if (tmp == NULL) 1523 if (tmp == NULL)
1579 return find_arrow(op, type); 1524 return find_arrow (op, type);
1580 1525
1581 if (tmp->head) 1526 if (tmp->head)
1582 tmp = tmp->head; 1527 tmp = tmp->head;
1583 1528
1584 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1585} 1530}
1586 1531
1587/* 1532/*
1588 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1537 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1540 * player fire modes.
1596 */ 1541 */
1542int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1544{
1600 object *left, *bow; 1545 object *left, *bow;
1601 tag_t left_tag, tag; 1546 int mflags;
1602 int bowspeed, mflags; 1547 maptile *m;
1603 mapstruct *m;
1604 1548
1605 if (!dir) { 1549 if (!dir)
1550 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1608 } 1558 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1615 */ 1562 */
1616 if(bow->type==BOW) 1563 if (bow->type == BOW)
1617 break; 1564 break;
1618 1565
1619 if (!bow) { 1566 if (!bow)
1567 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1569 return 0;
1622 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1623 } 1579 }
1580
1624 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1584 return 0;
1627 } 1585 }
1628 1586
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1639 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1594 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1645 return 0; 1597 return 0;
1646 } 1598 }
1647 } 1599 }
1600
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1603 return 0;
1651 } 1604
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1608 return 0;
1655 } 1609 }
1656 1610
1657 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1663 1617
1664 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1623 return 0;
1670 return 0;
1671 } 1624 }
1672 set_owner(arrow, op); 1625
1673 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1628 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1629
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1689 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1691 1636
1692 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1693 * added to the damage. I think the strength bonus is more proper.
1694 */
1695 1638 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1697 0 : dam_bonus[op->stats.Str]) + 1640 {
1698 bow->stats.dam + bow->magic + arrow->magic; 1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1699 1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1700 /* update the speed */ 1659 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1702 0 : dam_bonus[op->stats.Str]) + 1661 + bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1662
1706 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1710 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1711 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1722 arrow->level = op->level; 1680 arrow->level = op->level;
1723 } 1681 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1725 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1687 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1688
1729 arrow->map = m; 1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1695
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1698
1737 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1700 move_arrow (arrow);
1739 1701
1740 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1743 else 1706 else
1744 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1745 } 1708 }
1709
1746 return 1; 1710 return 1;
1747} 1711}
1748 1712
1749/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1714 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1718 * hence the function name.
1755 */ 1719 */
1720int
1756int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1757{ 1722{
1758 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1759 1724
1760 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1726 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1728 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1732 wcmod = -1;
1733
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1735 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1747 }
1778 } else { 1748 else
1749 {
1779 /* Simple case */ 1750 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1752 }
1753
1782 return ret; 1754 return ret;
1783} 1755}
1784
1785 1756
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1788 */ 1759 */
1760void
1789void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1790{ 1762{
1791 object *item; 1763 object *item = op->contr->ranged_ob;
1792 1764
1793 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1768 return;
1796 } 1769 }
1797 1770
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1771 if (!item->inv)
1772 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1774 return;
1802 } 1775 }
1803 if (item->type == WAND) { 1776
1804 if(item->stats.food<=0) { 1777 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1778 return;
1808 } 1779
1780 if (item->type == WAND)
1781 {
1782 if (item->stats.food <= 0)
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1787 return;
1788 }
1789 }
1809 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1812 if (item->type== ROD) 1796 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1798 else
1815 else 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1800
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1801 return;
1819 } 1802 }
1820 } 1803 }
1821 1804
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1825 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1826 object *tmp; 1811 {
1827 if (item->arch) { 1812 object *tmp;
1813
1814 if (item->arch)
1815 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1830 item->speed = 0; 1818 item->set_speed (0);
1831 update_ob_speed(item); 1819 }
1832 } 1820
1833 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1823 }
1836 } 1824 }
1837 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1826 drain_rod_charge (item);
1839 }
1840 } 1827 }
1841} 1828}
1842 1829
1843/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1844 */ 1831 */
1832void
1845void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1846 int spellcost=0; 1835 int spellcost = 0;
1847 1836
1848 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1850 1840
1851 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1852 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1853 return; 1852 return;
1854 1853
1855 case range_bow: 1854 if (!op->change_weapon (ob))
1856 player_fire_bow(op, dir);
1857 return; 1855 return;
1858 1856
1859 case range_magic: /* Casting spells */ 1857 switch (ob->type)
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 {
1861 return; 1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1862 1862
1863 case range_misc: 1863 case SPELL:
1864 fire_misc_object(op, dir); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 return; 1865 break;
1866 1866
1867 case range_golem: /* Control summoned monsters from scrolls */ 1867 case BUILDER:
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1888 return; 1869 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1895 1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879}
1896 1880
1897/* find_key 1881/* find_key
1898 * 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
1899 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1886 * pl is the player,
1903 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1906 */ 1890 */
1907 1891object *
1908object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1909{ 1893{
1910 object *tmp,*key; 1894 object *tmp, *key;
1911 1895
1912 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1914 1899
1915 /* 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 */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1918 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1920 */ 1907 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1909 break;
1923 } 1910 }
1911
1924 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1915 * a key, return
1928 */ 1916 */
1929 if (!tmp) { 1917 if (!tmp)
1918 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1931 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 {
1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1926 }
1927 }
1928
1929 if (!tmp)
1930 return NULL;
1934 } 1931 }
1935 } 1932
1936 if (!tmp) return NULL;
1937 }
1938 /* 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,
1939 * see if we actually want to use it 1934 * see if we actually want to use it
1940 */ 1935 */
1941 if (pl!=container) { 1936 if (pl != container)
1937 {
1942 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1944 /* cases where this fails: 1941 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1943 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1948 * containers can be used. 1945 * containers can be used.
1949 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1953 * 1950 *
1954 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1955 * all the others. 1952 * all the others.
1956 */ 1953 */
1957 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1957 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "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));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1960 return NULL;
1966 } 1961 }
1967 } 1962 }
1963
1968 return tmp; 1964 return tmp;
1969} 1965}
1970 1966
1971/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1974 * 0 otherwise 1970 * 0 otherwise
1975 */ 1971 */
1972static int
1976static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1977{ 1974{
1978
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1982 */ 1978 */
1983 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1984 1980
1985 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1986 if (key) { 1982 if (key)
1983 {
1987 object *container=key->env; 1984 object *container = key->env;
1988 1985
1989 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);
1990 if(action_makes_visible(op)) make_visible(op); 1987
1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1991 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
1992 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1993 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 */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1997 "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));
1998 remove_door2(door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2000 }
2001
2000 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2003 if (container != op) 2005 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2005 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
2006 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
2007 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2014 return 1;
2010 } 2015 }
2016
2011 return 0; 2017 return 0;
2012} 2018}
2013 2019
2014/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2019 */ 2025 */
2020 2026void
2021void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2022{ 2028{
2023 object *tmp, *mon, *tpl; 2029 object *tmp, *mon;
2024 sint16 nx, ny;
2025 int on_battleground; 2030 int on_battleground;
2026 mapstruct *m; 2031 maptile *m;
2027 2032
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2032 2035
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2034 2037
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2039 * 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
2040 * 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
2041 * 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
2042 * move_ob uses. 2045 * move_ob uses.
2043 */ 2046 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050 2048 {
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2053 return; 2059 return;
2054 }
2055 2060
2056 mon = NULL; 2061 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2063 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2064 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2065 * on the space
2061 */ 2066 */
2062 while (tmp!=NULL) { 2067 while (tmp)
2068 {
2063 if (tmp == op) { 2069 if (tmp == op)
2064 tmp=tmp->above; 2070 {
2065 continue; 2071 tmp = tmp->above;
2066 } 2072 continue;
2073 }
2074
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2076 {
2069 break; 2077 mon = tmp;
2070 } 2078 break;
2079 }
2080
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2082 mon = tmp;
2083
2073 tmp=tmp->above; 2084 tmp = tmp->above;
2074 } 2085 }
2075 2086
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2088 return; /* into a wall */
2078 2089
2079 if(mon->head != NULL) 2090 if (mon->head)
2080 mon = mon->head; 2091 mon = mon->head;
2081 2092
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2094 if (player_attack_door (op, mon))
2095 return;
2084 2096
2085 /* The following deals with possibly attacking peaceful 2097 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2098 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2099 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2100 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2101 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2102 * and thus will not push them.
2091 */ 2103 */
2092 2104
2093 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2096 */ 2108 */
2097 if ((op->type==PLAYER) 2109 if (op->type == PLAYER
2098#if COZY_SERVER 2110 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2112 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2114 {
2110 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2116 if (op->contr->braced)
2117 return;
2118
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2120 push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2115 return; 2124 return;
2116 } 2125 }
2117 2126
2118 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2130 * attack them either.
2122 */ 2131 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 (
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2128#else
2129 op->contr->peaceful && 2134 && ((op->contr->peaceful
2130#endif 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2131 !on_battleground 2136 && !on_battleground))
2137 {
2138 if (!op->contr->braced)
2132 )) { 2139 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2136 } else { 2142 }
2143 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2142 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2152 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2146 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2148 } 2157 make_visible (op);
2158 }
2149 2159
2150 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2165 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2168 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) { 2169 if (!op->contr->has_hit)
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2170 {
2171 op->contr->has_hit = 1;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2168 2174
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 }
2171
2172 skill_attack(mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2173 2176
2174 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2180 * the wiz.
2178 */ 2181 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2183 {
2181 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2185
2182 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2185 } 2189 }
2186 if(action_makes_visible(op)) make_visible(op); 2190
2187 } 2191 if (action_makes_visible (op))
2192 make_visible (op);
2193 }
2188 } /* if player should attack something */ 2194 } /* if player should attack something */
2189} 2195}
2190 2196
2197int
2191int move_player(object *op,int dir) { 2198move_player (object *op, int dir)
2199{
2192 int pick; 2200 int pick;
2193 object *transport = op->contr->transport;
2194 2201
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2203 return 0;
2204
2205 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9))
2207 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0;
2210 }
2211
2212 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215
2216 op->facing = dir;
2217
2218 if (op->hide)
2219 do_hidden_move (op);
2220
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ;
2223 else if (op->contr->fire_on)
2224 fire (op, dir);
2225 else
2226 {
2227 move_player_attack (op, dir);
2228 pick = check_pick (op);
2229 }
2230
2231 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing.
2233 */
2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 op->direction = dir;
2236 else
2237 op->direction = 0;
2238
2239 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities
2241 * for players.
2242 */
2243 animate_object (op, op->facing);
2244 return 0;
2257} 2245}
2258 2246
2259/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2248 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2250 * the new speed values for commands.
2263 * 2251 *
2264 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2265 */ 2253 */
2254int
2266int handle_newcs_player(object *op) 2255handle_newcs_player (object *op)
2267{ 2256{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2285 flee_player(op); 2259 flee_player (op);
2260
2286 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2262 if (op->flag [FLAG_SCARED])
2288 op->speed_left--; 2263 {
2264 --op->speed_left;
2289 return 0; 2265 return 0;
2290 } 2266 }
2291 } 2267 }
2292 2268
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2271 * called, so we recheck it here.
2308 */ 2272 */
2309 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2274 return 1;
2311 2275
2276 if (op->speed_left > 0.f)
2277 {
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2313 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2281 --op->speed_left;
2315 2282
2316 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2319 */ 2286 */
2320 move_player(op, op->direction); 2287 move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2288
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2322 else return 0; 2293 return 0;
2323 } 2294}
2295
2296int
2297save_life (object *op)
2298{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2300 return 0;
2325}
2326 2301
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2307
2338 query_name(tmp));
2339 if (op->contr) 2308 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2309 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2310
2342 free_object(tmp); 2311 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2344 if(op->stats.hp<0) 2314 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2316
2346 if(op->stats.food<0) 2317 if (op->stats.food < 0)
2347 op->stats.food = 999; 2318 op->stats.food = 999;
2348 fix_player(op); 2319
2320 op->update_stats ();
2349 return 1; 2321 return 1;
2350 } 2322 }
2323
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2327 return 0;
2355} 2328}
2356 2329
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2330/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2331 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2332 * function will descend into containers. op is the object to start the search
2360 * from. 2333 * from.
2361 */ 2334 */
2335void
2362void remove_unpaid_objects(object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2363{ 2337{
2364 object *next;
2365
2366 while (op) { 2338 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2339 {
2368 * we remove object 'op' 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2341
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2343 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354}
2383 2355
2384/* 2356/*
2385 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2360 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2361 * but there isn't one in the server directory.
2390 */ 2362 */
2363char *
2391char *gravestone_text (object *op) 2364gravestone_text (object *op)
2392{ 2365{
2393 static char buf2[MAX_BUF]; 2366 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2367 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2368 time_t now = time (NULL);
2396 2369
2397 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2373 else
2401 sprintf (buf, "%s\n", op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2377 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2380 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2384 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2385 if (op->type == PLAYER)
2386 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2389 strcat (buf2, buf);
2414 } 2390 }
2391
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2418 return buf2; 2396 return buf2;
2419} 2397}
2420 2398
2421 2399void
2422
2423void do_some_living(object *op) { 2400do_some_living (object *op)
2401{
2424 int last_food=op->stats.food; 2402 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2403 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2404 int over_hp, over_sp, over_grace;
2427 int i; 2405 int i;
2428 int rate_hp = 1200; 2406 int rate_hp = 1200;
2429 int rate_sp = 2500; 2407 int rate_sp = 2500;
2430 int rate_grace = 2000; 2408 int rate_grace = 2000;
2431 const int max_hp = 1; 2409 const int max_hp = 1;
2432 const int max_sp = 1; 2410 const int max_sp = 1;
2433 const int max_grace = 1; 2411 const int max_grace = 1;
2434 2412
2435 if (op->contr->outputs_sync) { 2413 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2414 {
2437 if (op->contr->outputs[i].buf!=NULL && 2415 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2416 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2440 } 2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2441 2431
2442 if(op->contr->state==ST_PLAYING) { 2432 if (op->contr->ns->state == ST_PLAYING)
2443 2433 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2436 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2438 else
2439 {
2440 gen_hp = op->stats.maxhp;
2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2442 }
2443
2444 if (op->contr->gen_sp >= 0)
2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2446 else
2447 {
2448 gen_sp = op->stats.maxsp;
2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2450 }
2451
2452 if (op->contr->gen_grace >= 0)
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else
2455 {
2456 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512 if (over_grace > 0)
2513 {
2514 op->stats.sp += over_grace
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516 op->last_grace = 0;
2517 }
2518 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 }
2527 /* wearing stuff doesn't detract from grace generation. */
2528 }
2529
2530 /* Regenerate Hit Points */
2531 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2535 op->stats.hp++;
2536 /* dms do not consume food */
2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 {
2539 op->stats.food--;
2540 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 }
2564 }
2565
2566 /* Digestion */
2567 if (--op->last_eat < 0)
2568 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2570
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2573 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2562 /* dms do not consume food */ 2576 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2578 op->stats.food--;
2565 } 2579 }
2566 2580
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2582 {
2583 object *tmp, *flesh = 0;
2569 2584
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2592 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2594 break;
2577 } 2595 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2596 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2597 flesh = tmp;
2580 } /* end of for loop */ 2598 } /* End if paid for object */
2599 } /* end of for loop */
2600
2581 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2602 * eat flesh instead.
2583 */ 2603 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2607 manual_apply (op, flesh, 0);
2587 } 2608 }
2588 } /* end if player is starving */ 2609 }
2589 2610
2590 while(op->stats.food<0&&op->stats.hp>0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2592 2613
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2615 kill_player (op);
2616 }
2595} 2617}
2596
2597
2598 2618
2599/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2622 * file.
2603 */ 2623 */
2624void
2604void kill_player(object *op) 2625kill_player (object *op)
2605{ 2626{
2606 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2607 int x,y,i; 2628 int x, y;
2629
2630 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2632
2609 int z; 2633 /* int z;
2610 int num_stats_lose; 2634 int num_stats_lose;
2611 int lost_a_stat; 2635 int lost_a_stat;
2612 int lose_this_stat; 2636 int lose_this_stat;
2613 int this_stat; 2637 int this_stat; */
2614 int will_kill_again; 2638 int will_kill_again;
2615 archetype *at; 2639 archetype *at;
2616 object *tmp; 2640 object *tmp;
2617 2641
2618 if(save_life(op)) 2642 if (save_life (op))
2619 return; 2643 return;
2620 2644
2621 2645
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2648 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2649 */
2626 if (op_on_battleground(op, &x, &y)) { 2650 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2651 {
2628 "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2654
2631
2632 /* restore player */ 2655 /* restore player */
2633 at = find_archetype("poisoning"); 2656 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2658 {
2636 remove_ob(tmp); 2659 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2661 }
2640 2662
2641 at = find_archetype("confusion"); 2663 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2665 {
2644 remove_ob(tmp); 2666 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2668 }
2648 2669
2649 cure_disease(op,0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2672 if (op->stats.food <= 0)
2652 2673 op->stats.food = 999;
2674
2653 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2677 {
2657 sprintf(buf,"%s's finger",op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2679 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2683 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2684 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2685 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2686 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2687 }
2688
2670 /* teleport defeated player to new destination*/ 2689 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2691 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2692 return;
2693 }
2679 2694
2695 INVOKE_PLAYER (DEATH, op->contr);
2696
2680 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2681 2698
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2699 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2700 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2702 strcpy (op->contr->killer, "starvation");
2693 } 2703 }
2694 else { 2704 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2705 sprintf (buf, "%s died.", &op->name);
2702 } 2706
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2708
2705 /* save the map location for corpse, gravestone*/ 2709 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2707 2713
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
2713 */ 2717 */
2714 2718
2715 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2721 * of death.
2718 */ 2722 */
2719#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2724 if (settings.balanced_stat_loss)
2725 {
2721 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2728 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2731 little bit harder. */
2727 /* GD */ 2732 /* GD */
2728 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2734 num_stats_lose = 1;
2730 else 2735 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2737 }
2738 else
2733 num_stats_lose = 1; 2739 num_stats_lose = 1;
2734 } 2740
2735 lost_a_stat = 0; 2741 lost_a_stat = 0;
2736 2742
2737 for (z=0; z<num_stats_lose; z++) { 2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2738 i = RANDOM() % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2739 2746
2740 if (settings.stat_loss_on_death) { 2747 if (settings.stat_loss_on_death)
2748 {
2741 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2750 * what he lost.
2743 */ 2751 */
2744 change_attr_value(&(op->stats), i,-1); 2752 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2753 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2757 lost_a_stat = 1;
2750 } else { 2758 }
2759 else
2760 {
2751 /* deplete a stat */ 2761 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2762 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2754 2767 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2768 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2769 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2770 }
2788 if (lose_this_stat) { 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
2773 {
2774 /* GD */
2775 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2776 this_stat = get_attr_value (&(dep->stats), i);
2777 if (this_stat < 0)
2778 {
2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2780 int keep_chance = this_stat * this_stat;
2781
2782 /* Yes, I am paranoid. Sue me. */
2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2789 lose_this_stat = 0;
2790 /* Take loss chance vs keep chance to see if we
2791 retain the stat. */
2792 }
2793 else
2794 {
2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2800 }
2801 }
2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2807 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2808 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2809 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2810 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2811 * difference.
2795 */ 2812 */
2796 if (this_stat>=-50) { 2813 if (this_stat >= -50)
2814 {
2797 change_attr_value(&(dep->stats), i, -1); 2815 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2816 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2818 op->update_stats ();
2801 lost_a_stat = 1; 2819 lost_a_stat = 1;
2802 } 2820 }
2803 } 2821 }
2822 }
2804 } 2823 }
2805 }
2806 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2825 if (!lost_a_stat)
2808 { 2826 {
2809 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2828 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2829 const char *god = determine_god (op);
2830
2812 if (god && (strcmp(god, "none"))) 2831 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2833 else
2815 " you.", god); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2838#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2839
2824 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2841 * exp loss on the stone.
2826 */ 2842 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2845 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2847 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2849 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2850 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2852
2841 /**************************************/ 2853 /**************************************/
2842 /* */ 2854 /* */
2843 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
2846 /* */ 2858 /* */
2847 /**************************************/ 2859 /**************************************/
2848 2860
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2861 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2862 /* restore player */
2851 at = find_archetype("poisoning"); 2863 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2864 tmp = present_arch_in_ob (at, op);
2865
2853 if (tmp) { 2866 if (tmp)
2854 remove_ob(tmp); 2867 {
2855 free_object(tmp); 2868 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2870 }
2858 2871
2859 at = find_archetype("confusion"); 2872 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2874 if (tmp)
2862 remove_ob(tmp); 2875 {
2863 free_object(tmp); 2876 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2878 }
2879
2866 cure_disease(op,0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
2867 2881
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2883 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2889
2875 /* 2890 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
2878 * in the map. 2893 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2895
2889 /****************************************/ 2896 /****************************************/
2890 /* */ 2897 /* */
2891 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2893 /* */ 2900 /* */
2894 /****************************************/ 2901 /****************************************/
2895 2902
2896 enter_player_savebed(op); 2903 enter_player_savebed (op);
2897 2904
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2905 op->contr->braced = 0;
2902 save_player(op,1);
2903 2906
2904 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2910 * on the space that might harm the player.
2908 */ 2911 */
2909 will_kill_again=0; 2912 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
2913 } 2916
2914 if (will_kill_again) { 2917 if (will_kill_again)
2918 {
2915 object *force; 2919 object *force;
2916 int at; 2920 int at;
2917 2921
2918 force=get_archetype(FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2924 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2925 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2927 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2929 force->resist[at] = 100;
2926 } 2930
2927 insert_ob_in_ob(force, op); 2931 insert_ob_in_ob (force, op);
2928 fix_player(op); 2932 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2933
2934 }
2935
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2937}
3004 2938
3005 2939void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2940loot_object (object *op)
2941{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2942 object *tmp, *tmp2, *next;
3008 2943
3009 if (op->container) { /* close open sack first */ 2944 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2945
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
3014 next=tmp->below; 2948 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2949
3016 remove_ob(tmp); 2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2954 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2955
3019 loot_object(tmp); 2956 if (tmp->type == CONTAINER)
3020 } 2957 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2958
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
3023 if(tmp->nrof>1) { 2961 if (tmp->nrof > 1)
2962 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2964 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 }
2967 else
2968 tmp->destroy ();
2969 }
3027 } else 2970 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2971 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2972 }
3032} 2973}
3033 2974
3034/* 2975/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2978 * was changed.
3038 */ 2979 */
3039 2980void
3040void fix_weight(void) { 2981fix_weight (void)
3041 player *pl; 2982{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2983 for_all_players (pl)
2984 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
3044 if(old == sum) 2987 if (old == sum)
3045 continue; 2988 continue;
3046 fix_player(pl->ob); 2989 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2991 }
3050} 2992}
3051 2993
2994void
3052void fix_luck(void) { 2995fix_luck (void)
3053 player *pl; 2996{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2997 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2999 pl->ob->change_luck (0);
3057} 3000}
3058
3059 3001
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3063 */ 3005 */
3064
3065void 3006void
3066cast_dust (object * op, object * throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3067{ 3008{
3068 object *skop, *spob; 3009 object *skop, *spob;
3069 3010
3070 skop = find_skill_by_name (op, throw_ob->skill); 3011 skop = find_skill_by_name (op, throw_ob->skill);
3071 3012
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3015 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 3017 return;
3078 } 3018 }
3079 3019
3080 spob = throw_ob->inv; 3020 spob = throw_ob->inv;
3081 3021
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3022 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 3023 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3024 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3025 if (!spob)
3086 { 3026 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3027 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 3028 return;
3090 } 3029 }
3091 3030
3092 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3033
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3035
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3037}
3101 3038
3039void
3102void make_visible (object *op) { 3040make_visible (object *op)
3041{
3103 op->hide = 0; 3042 op->hide = 0;
3104 op->invisible = 0; 3043 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 3044 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3045 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3046 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3047 op->contr->invis_race = 0;
3048 }
3049
3050 update_object (op, UP_OBJ_CHANGE);
3051}
3052
3053int
3054is_true_undead (object *op)
3055{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3058
3121 return 0; 3059 return 0;
3122} 3060}
3123 3061
3124/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3064 * indicate greater hideability.
3127 */ 3065 */
3128 3066
3067int
3129int hideability(object *ob) { 3068hideability (object *ob)
3069{
3130 int i,level=0, mflag; 3070 int i, level = 0, mflag;
3131 sint16 x,y; 3071 sint16 x, y;
3132 3072
3133 if(!ob||!ob->map) return 0; 3073 if (!ob || !ob->map)
3074 return 0;
3134 3075
3135 /* so, on normal lighted maps, its hard to hide */ 3076 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3077 level = ob->map->darkness - 2;
3137 3078
3138 /* this also picks up whether the object is glowing. 3079 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3080 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3081 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3142 3084
3143 /* scan through all nearby squares for terrain to hide in */ 3085 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3094 level += 2;
3149 else /* open terrain! */ 3095 else /* open terrain! */
3150 level -= 1; 3096 level -= 1;
3151 } 3097 }
3152 3098
3153#if 0 3099#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3101#endif
3156 return level; 3102 return level;
3157} 3103}
3158 3104
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3105/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3106 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3107 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3109 */
3164 3110
3111void
3165void do_hidden_move (object *op) { 3112do_hidden_move (object *op)
3113{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3115 object *skop;
3168 3116
3169 if(!op || !op->map) return; 3117 if (!op || !op->map)
3118 return;
3170 3119
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3121
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3123 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3124 if (!skop || num >= skop->level)
3125 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3127 make_visible (op);
3178 return; 3128 return;
3179 } else num += 20;
3180 } 3129 }
3130 else
3131 num += 20;
3132
3181 num += op->map->difficulty; 3133 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3135 num -= hide;
3136
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3185 make_visible(op); 3139 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3140 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3142 }
3189 else if (op->type == PLAYER && skop) { 3143 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 3145}
3193 3146
3194/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3195 3148
3149int
3196int stand_near_hostile( object *who ) { 3150stand_near_hostile (object *who)
3151{
3197 object *tmp=NULL; 3152 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3154 maptile *m;
3200 sint16 x,y; 3155 sint16 x, y;
3201 3156
3202 if(!who) return 0; 3157 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3158 return 0;
3159
3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3165
3166 /* search adjacent squares */
3167 for (i = 1; i < 9; i++)
3168 {
3169 x = who->x + freearr_x[i];
3170 y = who->y + freearr_y[i];
3171 m = who->map;
3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3173 /* space must be blocked if there is a monster. If not
3174 * blocked, don't need to check this space.
3175 */
3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3179 continue;
3180
3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3189 return 1;
3190 }
3191 }
3192 }
3193 return 0;
3232} 3194}
3233 3195
3234/* check the player los field for viewability of the 3196/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3197 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3198 * but we dont worry if the object isnt the top one in
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3206 * -b.t.
3245 * This function is now map tiling safe. 3207 * This function is now map tiling safe.
3246 */ 3208 */
3247 3209
3210int
3248int player_can_view (object *pl,object *op) { 3211player_can_view (object *pl, object *op)
3212{
3249 rv_vector rv; 3213 rv_vector rv;
3250 int dx,dy; 3214 int dx, dy;
3251 3215
3252 if(pl->type!=PLAYER) { 3216 if (pl->type != PLAYER)
3217 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3219 return -1;
3279 op = op->more;
3280 } 3220 }
3221
3222 if (!pl || !op)
3281 return 0; 3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3282} 3251}
3283 3252
3284/* routine for both players and monsters. We call this when 3253/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3254 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3255 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3256 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3257 * return 0.
3289 */ 3258 */
3259int
3290int action_makes_visible (object *op) { 3260action_makes_visible (object *op)
3261{
3291 3262
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3266 return 0;
3295 3267
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3297 3270
3298 /* If monsters, they should become visible */ 3271 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3275 return 1;
3302 } 3276 }
3303 } 3277 }
3304 return 0; 3278 return 0;
3305} 3279}
3306 3280
3307/* op_on_battleground - checks if the given object op (usually 3281/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3282 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3284 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3285 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3286 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3288 */
3289int
3315int op_on_battleground (object *op, int *x, int *y) { 3290op_on_battleground (object *op, int *x, int *y)
3291{
3316 object *tmp; 3292 object *tmp;
3317 3293
3318 /* A battleground-tile needs the following attributes to be valid: 3294 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3297 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3298 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3299 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3306 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3307 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3331 object *invtmp; 3310 object *invtmp;
3311
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3313 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3316 if (x != NULL && y != NULL)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3318 return 1;
3319 }
3320 }
3321 }
3335 if (x != NULL && y != NULL) 3322 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3324 return 1;
3338 } 3325 }
3339 } 3326 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3327 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3328 /* If we got here, did not find a battleground */
3348 return 0; 3329 return 0;
3349} 3330}
3350 3331
3351/* 3332/*
3355 * attributes: 3336 * attributes:
3356 * object *who the dragon player 3337 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3338 * int atnr the attack-number of the ability focus
3358 * int level ability level 3339 * int level ability level
3359 */ 3340 */
3341void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3342dragon_ability_gain (object *who, int atnr, int level)
3343{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3344 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3345 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3346 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3347 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3349 int i = 0, j = 0;
3367 3350
3368 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3377 3360
3378 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3379 return; 3362 return;
3380 3363
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3365
3383 3366 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3367 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3369 return;
3387 } 3370 }
3388 3371
3389 /* everything seems okay - now bring on the gift: */ 3372 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3373 item = &(tr->item->clone);
3391 3374
3392 if (item->type == SPELL) { 3375 if (item->type == SPELL)
3376 {
3393 if (check_spell_known (who, item->name)) 3377 if (check_spell_known (who, item->name))
3394 return; 3378 return;
3395 3379
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3381 do_learn_spell (who, item, 0);
3398 return; 3382 return;
3399 } 3383 }
3400 3384
3401 /* grant direct spell */ 3385 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3386 if (item->type == SPELLBOOK)
3387 {
3403 if (!item->inv) { 3388 if (!item->inv)
3389 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3391 return;
3407 } 3392 }
3408 if (check_spell_known (who, item->inv->name)) 3393 if (check_spell_known (who, item->inv->name))
3409 return; 3394 return;
3410 if (item->invisible) { 3395 if (item->invisible)
3396 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3398 do_learn_spell (who, item->inv, 0);
3413 return; 3399 return;
3414 } 3400 }
3415 } 3401 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3418 3406
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3407 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3408 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3409 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3410 * but not all of them, he gets nothing.
3423 */ 3411 */
3424 if (!(skop->attacktype & item->attacktype)) { 3412 if (!(skop->attacktype & item->attacktype))
3413 {
3425 /* Give new attacktype */ 3414 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3415 skop->attacktype |= item->attacktype;
3427 3416
3428 /* always add physical if there's none */ 3417 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3418 skop->attacktype |= AT_PHYSICAL;
3430 3419
3431 if (item->msg != NULL) 3420 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3422
3434 /* Give player new face */ 3423 /* Give player new face */
3435 if (item->animation_id) { 3424 if (item->animation_id)
3425 {
3436 who->face = skop->face; 3426 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3427 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3428 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3429 who->last_anim = 0;
3440 who->state = 0; 3430 who->state = 0;
3441 animate_object(who, who->direction); 3431 animate_object (who, who->direction);
3442 } 3432 }
3433 }
3434 }
3443 } 3435 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3436 else if (item->type == FORCE)
3437 {
3447 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3439 object *skin;
3440
3449 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 skin=skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 if (skin == NULL) return; 3444 ;
3453 3445
3446 if (!skin)
3447 return;
3448
3454 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3453
3458 /* print message */ 3454 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3455 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3457 {
3462 if (j) 3458 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3459 {
3464 else 3460 if (j)
3465 j = 1; 3461 strcat (buf, " and ");
3462 else
3463 j = 1;
3466 strcat(buf, spellpathnames[i]); 3464 strcat (buf, spellpathnames[i]);
3467 } 3465 }
3468 } 3466 }
3469 strcat(buf,"."); 3467 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3469 }
3472 3470
3473 /* evtl. adding flags: */ 3471 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3473 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3475 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3478
3481 /* print message if there is one */ 3479 /* print message if there is one */
3482 if (item->msg != NULL) 3480 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3484 } 3484 {
3485 else {
3486 /* generate misc. treasure */ 3485 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3486 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3488 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3490 esrv_send_item (who, tmp);
3492 } 3491 }
3493} 3492}
3494 3493
3495/** 3494/**
3496 * Unready an object for a player. This function does nothing if the object was 3495 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3496 * not readied.
3498 */ 3497 */
3498void
3499void player_unready_range_ob(player *pl, object *ob) { 3499player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3501 3503
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3504 if (pl->combat_ob == ob)
3503 if (pl->ranges[i] == ob) { 3505 pl->combat_ob = 0;
3504 pl->ranges[i] = NULL; 3506
3505 if (pl->shoottype == i) { 3507 if (pl->ranged_ob == ob)
3506 pl->shoottype = range_none; 3508 pl->ranged_ob = 0;
3507 }
3508 }
3509 }
3510} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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