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Comparing deliantra/server/server/player.C (file contents):
Revision 1.10 by root, Tue Aug 29 07:54:38 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.10 2006/08/29 07:54:38 root 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case WAND:
124 break; 278 case ROD:
125 } 279 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 280 case BOW:
127 size+=strlen(buf); 281 case SKILL_TOOL:
128 } 282 case WEAPON:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 283 op->flag [FLAG_APPLIED] = false;
130 close_and_delete(fp, comp); 284 apply_special (ob, op, AP_APPLY);
131}
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; 285 break;
167 } 286
168 strncat(news+size,buf,HUGE_BUF-size); 287 case SKILL:
169 size+=strlen(buf); 288 op->flag [FLAG_APPLIED] = false;
289 break;
170 } 290 }
171 } 291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
172 313 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 314 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 315 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}
180 316
181int playername_ok(const char *cp) { 317 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 318
185 for(;*cp!='\0';cp++) 319 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 320 ns->pl = 0;
187 return 0; 321 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 322 }
227 323
228 /* Clears basically the entire player structure except 324 if (ob)
229 * for next and socket. 325 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
234 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 346 * we deal with that below this point.
236 */ 347 */
237 p->party=NULL; 348 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 351
243#ifdef AUTOSAVE 352 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 353
245#endif 354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
246 371 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 372 ob->destroy_inv (false);
373 ob->destroy ();
248 374 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 398 set_first_map (pl->ob);
331 399
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 archetype *start = at; 411 archetype *start = at;
412
349 for (;;) { 413 for (;;)
414 {
350 if (at==NULL || at->next==NULL) 415 if (at == NULL || at->next == NULL)
351 at=first_archetype; 416 at = first_archetype;
352 else 417 else
353 at=at->next; 418 at = at->next;
419
354 if(at->clone.type==PLAYER) 420 if (at->clone.type == PLAYER)
355 return at; 421 return at;
422
356 if (at == start) { 423 if (at == start)
424 {
357 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 426 exit (-1);
359 } 427 }
360 } 428 }
361} 429}
362 430
363 431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
372 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
376 */ 445 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
378 object *tmp=ol->ob; 448 object *tmp = ol->ob;
379 449
380 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 451 * itself will have been cleared.
382 */ 452 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
384 ol = ol->next; 455 ol = ol->next;
385 remove_friendly_object(tmp); 456 remove_friendly_object (tmp);
386 if (!ol) return op; 457 if (!ol)
387 } 458 return op;
459 }
388 460
389 /* Remove special check for player from this. First, it looks to cause 461 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 463 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 464 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 465 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 466 * on_same_map check, as can_detect_enemy also does this
395 */ 467 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 468 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 469 continue;
398 470
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 471 if (lastdist > rv.distance)
408 op=pl->ob; 472 {
473 op = ol->ob;
409 lastdist=rv.distance; 474 lastdist = rv.distance;
475 }
410 } 476 }
411 } 477
412 } 478 for_all_players (pl)
479 if (can_detect_enemy (mon, pl->ob, &rv))
480 if (lastdist > rv.distance)
481 {
482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
413#if 0 486#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 488#endif
416 return op; 489 return op;
417} 490}
418 491
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 492/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 493 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 494 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 510 * is probably not a good thing.
438 */ 511 */
439#define MAX_SPACES 50 512#define MAX_SPACES 50
440
441 513
442/* 514/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 530 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 531 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 532 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 533 * is blocking itself.
462 */ 534 */
535int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 536path_to_player (object *mon, object *pl, unsigned mindiff)
537{
464 rv_vector rv; 538 rv_vector rv;
465 sint16 x,y; 539 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 541 maptile *m, *lastmap;
468 542
469 get_rangevector(mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
470 544
471 if (rv.distance<mindiff) return 0; 545 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 546 return 0;
724}
725 547
726void confirm_password(object *op) { 548 x = mon->x;
549 y = mon->y;
550 m = mon->map;
551 dir = rv.direction;
552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 554
728 op->contr->write_buf[0]='\0'; 555 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 556 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 557 return 0;
731}
732 558
559 while (diff > 1 && max > 0)
560 {
561 lastx = x;
562 lasty = y;
563 lastmap = m;
564 x = lastx + freearr_x[dir];
565 y = lasty + freearr_y[dir];
566
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569
570 /* Space is blocked - try changing direction a little */
571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
574 /* recalculate direction from last good location. Possible
575 * we were not traversing ideal location before.
576 */
577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578 if (rv.direction != dir)
579 {
580 /* OK - says direction should be different - lets reset the
581 * the values so it will try again.
582 */
583 x = lastx;
584 y = lasty;
585 m = lastmap;
586 dir = firstdir = rv.direction;
587 }
588 else
589 {
590 /* direct path is blocked - try taking a side step to
591 * either the left or right.
592 * Note increase the values in the loop below to be
593 * more than -1/1 respectively will mean the monster takes
594 * bigger detour. Have to be careful about these values getting
595 * too big (3 or maybe 4 or higher) as the monster may just try
596 * stepping back and forth
597 */
598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
601 continue; /* already did this, so skip it */
602 /* Use lastdir here - otherwise,
603 * since the direction that the creature should move in
604 * may change, you could get infinite loops.
605 * ie, player is northwest, but monster can only
606 * move west, so it does that. It goes some distance,
607 * gets blocked, finds that it should move north,
608 * can't do that, but now finds it can move east, and
609 * gets back to its original point. lastdir contains
610 * the last direction the creature has successfully
611 * moved.
612 */
613
614 x = lastx + freearr_x[absdir (lastdir + i)];
615 y = lasty + freearr_y[absdir (lastdir + i)];
616 m = lastmap;
617 mflags = get_map_flags (m, &m, x, y, &x, &y);
618 if (mflags & P_OUT_OF_MAP)
619 continue;
620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
623 if (mflags & P_BLOCKSVIEW)
624 continue;
625
626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
628 }
629 /* go through entire loop without finding a valid
630 * sidestep to take - thus, no valid path.
631 */
632 if (i == (DETOUR_AMOUNT + 1))
633 return 0;
634 diff--;
635 lastdir = dir;
636 max--;
637 if (!firstdir)
638 firstdir = dir + i;
639 } /* else check alternate directions */
640 } /* if blocked */
641 else
642 {
643 /* we moved towards creature, so diff is less */
644 diff--;
645 max--;
646 lastdir = dir;
647 if (!firstdir)
648 firstdir = dir;
649 }
650
651 if (diff <= 1)
652 {
653 /* Recalculate diff (distance) because we may not have actually
654 * headed toward player for entire distance.
655 */
656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
658 }
659
660 if (diff > max)
661 return 0;
662 }
663
664 /* If we reached the max, didn't find a direction in time */
665 if (!max)
666 return 0;
667
668 return firstdir;
669}
670
671void
672give_initial_items (object *pl, treasurelist * items)
673{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678
679 for (op = pl->inv; op; op = next)
680 {
681 next = op->below;
682
683 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way
685 */
686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
687 SET_FLAG (op, FLAG_APPLIED);
688
689 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions
691 */
692 if (pl->type == PLAYER)
693 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
695 (op->type == ARMOUR || op->type == BOOTS ||
696 op->type == CLOAK || op->type == HELMET ||
697 op->type == SHIELD || op->type == GLOVES ||
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 {
700 op->destroy ();
701 continue;
702 }
703 }
704
705 /* This really needs to be better - we should really give
706 * a substitute spellbook. The problem is that we don't really
707 * have a good idea what to replace it with (need something like
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */
711 if (op->type == SPELLBOOK || op->type == SKILL)
712 {
713 object *tmp;
714
715 for (tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 {
721 op->destroy ();
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723 continue;
724 }
725
726 if (op->nrof > 1)
727 op->nrof = 1;
728 }
729
730 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734
735 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be
737 * merged properly.
738 */
739 if (need_identify (op))
740 {
741 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
746 {
747 op->destroy ();
748 continue;
749 }
750 else if (op->type == SKILL)
751 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0;
754 op->level = 1;
755 }
756 /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */
760
761 /* Need to set up the skill pointers */
762 link_player_skills (pl);
763}
764
765void
733void get_party_password(object *op, partylist *party) { 766get_party_password (object *op, partylist *party)
767{
734 if (party == NULL) { 768 if (party == NULL)
769 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 771 return;
737 } 772 }
773
738 op->contr->write_buf[0]='\0'; 774 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 778}
743
744 779
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781static int
746int roll_stat(void) { 782roll_stat (void)
783{
747 int a[4],i,j,k; 784 int a[4], i, j, k;
748 785
749 for(i=0;i<4;i++) 786 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 787 a[i] = (int) rndm (6) + 1;
751 788
752 for(i=0,j=0,k=7;i<4;i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 790 if (a[i] < k)
754 k=a[i],j=i; 791 k = a[i], j = i;
755 792
756 for(i=0,k=0;i<4;i++) { 793 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 794 if (i != j)
758 k+=a[i]; 795 k += a[i];
759 } 796
760 return k; 797 return k;
761} 798}
762 799
763void roll_stats(object *op) { 800void
801object::roll_stats ()
802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
764 int sum=0; 807 int sum = 0;
765 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
767 810
768 do { 811 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 812 break;
770 op->stats.Dex=roll_stat(); 813 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 814
781 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 817
790 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 820
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 821 stats.exp = 0;
821 op->stats.ac=0; 822 stats.ac = 0;
822 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
823 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
826 833
827 fix_player(op); 834 contr->orig_stats = stats;
835 }
836}
837
838void
839object::swap_stats (int a, int b)
840{
841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842
843 for (int i = 0; i < NUM_STATS; ++i)
844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
828 op->stats.hp = op->stats.maxhp; 854 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 855 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
831 op->contr->orig_stats=op->stats; 864 contr->orig_stats = stats;
865 }
832} 866}
833 867
834void Roll_Again(object *op) 868static void
869start_info (object *op)
835{ 870{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
844 872
845 if ( op->contr->Swap_First == -1 ) { 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 877}
953 878
954/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
958 * not the class. 883 * not the class.
959 */ 884 */
960 885void
961int key_change_class(object *op, char key) 886player::chargen_race_done ()
962{ 887{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
977 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
979 897
980 op->contr->state=ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
981 899
982 if (op->msg) { 900 if (ob->msg)
983 free_string(op->msg); 901 ob->msg = 0;
984 op->msg=NULL;
985 }
986 902
987 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
988 * to save here. 904 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 905 */
1029 906 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 909 make_path_to_file (buf);
1101 next = mp->next; 910 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 911
1103 delete_map(mp); 912 start_info (ob);
1104 } 913 CLEAR_FLAG (ob, FLAG_WIZ);
1105 914 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob);
917 ob->update_stats ();
918
919 /* This moves the player to a different start map, if there
920 * is one for this race
921 */
922 if (*first_map_ext_path)
1107 } 923 {
1108 play_again(op); 924 object *tmp;
1109 return 1; 925 char mapname[MAX_BUF];
1110}
1111 926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else
938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
940
941void
942player::chargen_race_next ()
943{
944 /* Following actually changes the race - this is the default command
945 * if we don't match with one of the options above.
946 */
947
948 do
949 {
950 shstr name = ob->name;
951 int x = ob->x, y = ob->y;
952
953 ob->remove_statbonus ();
954 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob);
957 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name;
960 ob->x = x;
961 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name);
965 ob->add_statbonus ();
966 }
967 while (!allowed_class (ob));
968
969 update_object (ob, UP_OBJ_FACE);
970 esrv_update_item (UPD_FACE, ob, ob);
971 ob->update_stats ();
972 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0;
975}
976
977void
1112void flee_player(object *op) { 978flee_player (object *op)
979{
1113 int dir,diff; 980 int dir, diff;
1114 rv_vector rv; 981 rv_vector rv;
1115 982
1116 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 987 return;
1120 } 988 }
1121 989
1122 if(op->enemy==NULL) { 990 if (op->enemy == NULL)
991 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 992 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 993 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 994 return;
1126 } 995 }
1127 996
1128 /* Seen some crashes here. Since we don't store an 997 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 998 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 999 * actual enemy, and the object is recycled.
1131 */ 1000 */
1132 if (op->enemy->map == NULL) { 1001 if (op->enemy->map == NULL)
1002 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1004 op->enemy = NULL;
1135 return; 1005 return;
1136 } 1006 }
1137 1007
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1139 op->enemy=NULL; 1010 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1012 return;
1142 } 1013 }
1014
1143 get_rangevector(op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1144 1016
1145 dir=absdir(4+rv.direction); 1017 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1018 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1153 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1028 op->enemy = NULL;
1156} 1029}
1157
1158 1030
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1033 * stop.
1162 */ 1034 */
1035int
1163int check_pick(object *op) { 1036check_pick (object *op)
1037{
1164 object *tmp, *next; 1038 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1039 int stop = 0;
1167 int j, k, wvratio; 1040 int wvratio;
1168 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1169
1170 1042
1171 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1173 return 1; 1045 return 1;
1174 1046
1175 op_tag = op->count;
1176
1177 next = op->below; 1047 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1048
1181 /* loop while there are items on the floor that are not marked as 1049 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1050 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1184 { 1052 {
1185 tmp = next; 1053 tmp = next;
1186 next = tmp->below; 1054 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1055
1190 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1191 return 0; 1057 return 0;
1192 1058
1193 if ( ! can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1194 continue; 1060 continue;
1195 1061
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1063 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1064 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1065 pick_up (op, tmp);
1200 continue; 1066 continue;
1201 } 1067 }
1202 1068
1203 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1205 switch (op->contr->mode) { 1072 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1073 {
1207 case 1: pick_up (op, tmp); 1074 case 0:
1208 return 1; 1075 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1076 case 1:
1210 return 0; 1077 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1078 return 1;
1212 case 4: pick_up (op, tmp); 1079 case 2:
1213 break; 1080 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1081 return 0;
1215 stop = 1; 1082 case 3:
1216 break; 1083 return 0; /* stop before pickup */
1217 case 6: 1084 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1085 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1086 break;
1220 pick_up(op, tmp); 1087 case 5:
1221 break; 1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 pick_up (op, tmp);
1094 break;
1222 1095
1223 case 7: 1096 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1097 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1098 pick_up (op, tmp);
1226 break; 1099 break;
1227 1100
1228 default: 1101 default:
1229 /* use value density */ 1102 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1105 pick_up (op, tmp);
1233 >= op->contr->mode) 1106 }
1234 pick_up(op,tmp); 1107 }
1235 } 1108 else
1236 } 1109 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1110 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1111 if (op->contr->mode & PU_DEBUG)
1240 { 1112 {
1241 /* some debugging code to figure out item information */ 1113 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1114 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1117 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1120
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1251 1123
1252 sprintf(putstring,"...flags: "); 1124 /* philosophy:
1253 for(k=0;k<4;k++) 1125 * It's easy to grab an item type from a pile, as long as it's
1254 { 1126 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1127 * and selections, select-items should be used. This is a
1256 { 1128 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1129 * example.
1258 { 1130 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1131 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1132 * convert to decimal and then 'pickup <#>
1261 } 1133 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1266#if 0 1360#if 0
1267 /* print the flags too */ 1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1362 if (tmp->name != NULL)
1269 { 1363 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1364 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1365 }
1272 { 1366 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1367 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1368 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1370#endif
1371 continue;
1372 }
1373 }
1374 } /* the new pickup model */
1279 } 1375 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1376
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1377 return !stop;
1443} 1378}
1444 1379
1445/* 1380/*
1446 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1382 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1383 * found object is returned.
1449 */ 1384 */
1385object *
1450object *find_arrow(object *op, const char *type) 1386find_arrow (object *op, const char *type)
1451{ 1387{
1452 object *tmp = NULL; 1388 object *tmp = 0;
1453 1389
1454 for(op=op->inv; op; op=op->below) 1390 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1393 else if (op->type == ARROW && op->race == type)
1459 return op; 1394 return op;
1395
1460 return tmp; 1396 return tmp;
1461} 1397}
1462 1398
1463/* 1399/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1404 */
1469 1405object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1407{
1472 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1474 1410
1475 if (!type) 1411 if (!type)
1476 return NULL; 1412 return NULL;
1477 1413
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1415 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1417 {
1418 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1419 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1420 if (i > betterby)
1484 tmp = ntmp; 1421 {
1485 betterby = i; 1422 tmp = ntmp;
1486 } 1423 betterby = i;
1424 }
1425 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1488 /* allways prefer assasination/slaying */ 1428 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1430 {
1491 if (arrow->attacktype & AT_DEATH) { 1431 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1432 {
1493 return arrow; 1433 *better = 100;
1494 } else { 1434 return arrow;
1495 tmp = arrow; 1435 }
1436 else
1437 {
1438 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1440 }
1498 } else { 1441 }
1442 else
1443 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 {
1500 attacktype = 1<<attacknum; 1446 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1449 {
1450 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1452 }
1506 } 1453 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1455 {
1456 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1457 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1458 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1460 {
1461 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1462 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1463 }
1464 }
1465 }
1515 } 1466 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1467 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1468 return find_arrow (op, type);
1520 1469
1521 *better = betterby; 1470 *better = betterby;
1522 return tmp; 1471 return tmp;
1523} 1472}
1524 1473
1525/* looks in a given direction, finds the first valid target, and calls 1474/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1476 * op = the shooter
1528 * type = bow->race 1477 * type = bow->race
1529 * dir = fire direction 1478 * dir = fire direction
1530 */ 1479 */
1531 1480object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1533{ 1482{
1534 object *tmp = NULL; 1483 object *tmp = NULL;
1535 mapstruct *m; 1484 maptile *m;
1536 int i, mflags, found, number; 1485 int i, mflags, found, number;
1537 sint16 x, y; 1486 sint16 x, y;
1538 1487
1539 if (op->map == NULL) 1488 if (op->map == NULL)
1540 return find_arrow(op, type); 1489 return find_arrow (op, type);
1541 1490
1542 /* do a dex check */ 1491 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1492 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1493 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1494 return find_arrow (op, type);
1546 1495
1547 m = op->map; 1496 m = op->map;
1548 x = op->x; 1497 x = op->x;
1549 y = op->y; 1498 y = op->y;
1550 1499
1551 /* find the first target */ 1500 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1553 x += freearr_x[dir]; 1503 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1504 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1557 tmp = NULL; 1508 tmp = NULL;
1558 break; 1509 break;
1510 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1514 * perhaps a bad assumption.
1562 */ 1515 */
1563 tmp = NULL; 1516 tmp = NULL;
1564 break; 1517 break;
1565 } 1518 }
1566 if (mflags & P_IS_ALIVE) { 1519 if (mflags & P_IS_ALIVE)
1520 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1523 {
1570 break; 1524 found++;
1571 } 1525 break;
1526 }
1572 if (found) 1527 if (found)
1573 break; 1528 break;
1574 } 1529 }
1575 } 1530 }
1576 if (tmp == NULL) 1531 if (tmp == NULL)
1577 return find_arrow(op, type); 1532 return find_arrow (op, type);
1578 1533
1579 if (tmp->head) 1534 if (tmp->head)
1580 tmp = tmp->head; 1535 tmp = tmp->head;
1581 1536
1582 return find_better_arrow(op, tmp, type, &i); 1537 return find_better_arrow (op, tmp, type, &i);
1583} 1538}
1584 1539
1585/* 1540/*
1586 * Creature fires a bow - op can be monster or player. Returns 1541 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1542 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1545 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1546 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1547 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1548 * player fire modes.
1594 */ 1549 */
1550int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1552{
1598 object *left, *bow; 1553 object *left, *bow;
1599 tag_t left_tag, tag; 1554 int mflags;
1600 int bowspeed, mflags; 1555 maptile *m;
1601 mapstruct *m;
1602 1556
1603 if (!dir) { 1557 if (!dir)
1558 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1606 } 1566 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1613 */ 1570 */
1614 if(bow->type==BOW) 1571 if (bow->type == BOW)
1615 break; 1572 break;
1616 1573
1617 if (!bow) { 1574 if (!bow)
1575 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1577 return 0;
1620 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1621 } 1587 }
1588
1622 if( !bow->race || !bow->skill) { 1589 if (!bow->race || !bow->skill)
1590 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1592 return 0;
1625 } 1593 }
1626 1594
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1595 if (arrow == NULL)
1596 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1637 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1602 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1643 return 0; 1605 return 0;
1644 } 1606 }
1645 } 1607 }
1608
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1610 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1611 return 0;
1649 } 1612
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1616 return 0;
1653 } 1617 }
1654 1618
1655 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1620 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1621 {
1622 arrow->destroy ();
1623 return 0;
1624 }
1661 1625
1662 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1628 if (!arrow)
1629 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1631 return 0;
1668 return 0;
1669 } 1632 }
1670 set_owner(arrow, op); 1633
1671 if (arrow->skill) free_string(arrow->skill); 1634 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1635 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1636 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1637
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1641
1687 if (arrow->slaying != NULL) 1642 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1689 1644
1690 /* Note that this was different for monsters - they got their level 1645 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1646 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1648 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1697 1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1698 /* update the speed */ 1667 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) + 1669 + bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1670
1704 if (arrow->speed < 1.0) 1671 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1708 1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1709 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1677 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1679 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1720 arrow->level = op->level; 1688 arrow->level = op->level;
1721 } 1689 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1723 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1695 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1696
1727 arrow->map = m; 1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1703
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1706
1735 if (!was_destroyed(arrow, tag)) 1707 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1708 move_arrow (arrow);
1737 1709
1738 if (op->type == PLAYER) { 1710 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1711 {
1712 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1741 else 1714 else
1742 esrv_send_item(op, left); 1715 esrv_send_item (op, left);
1743 } 1716 }
1717
1744 return 1; 1718 return 1;
1745} 1719}
1746 1720
1747/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1722 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1723 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1724 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1725 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1726 * hence the function name.
1753 */ 1727 */
1728int
1754int player_fire_bow(object *op, int dir) 1729player_fire_bow (object *op, int dir)
1755{ 1730{
1756 int ret=0, wcmod=0; 1731 int ret = 0, wcmod = 0;
1757 1732
1758 if (op->contr->bowtype == bow_bestarrow) { 1733 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1734 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1736 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1740 wcmod = -1;
1741
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1743 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1755 }
1776 } else { 1756 else
1757 {
1777 /* Simple case */ 1758 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1760 }
1761
1780 return ret; 1762 return ret;
1781} 1763}
1782
1783 1764
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1786 */ 1767 */
1768void
1787void fire_misc_object(object *op, int dir) 1769fire_misc_object (object *op, int dir)
1788{ 1770{
1789 object *item; 1771 object *item = op->contr->ranged_ob;
1790 1772
1791 if (!op->contr->ranges[range_misc]) { 1773 if (!item)
1774 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1776 return;
1794 } 1777 }
1795 1778
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1779 if (!item->inv)
1780 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1782 return;
1800 } 1783 }
1801 if (item->type == WAND) { 1784
1802 if(item->stats.food<=0) { 1785 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1786 return;
1806 } 1787
1788 if (item->type == WAND)
1789 {
1790 if (item->stats.food <= 0)
1791 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1795 return;
1796 }
1797 }
1807 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1810 if (item->type== ROD) 1804 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1806 else
1813 else 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1808
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1809 return;
1817 } 1810 }
1818 } 1811 }
1819 1812
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1816 if (item->type == WAND)
1817 {
1823 if (!(--item->stats.food)) { 1818 if (!(--item->stats.food))
1824 object *tmp; 1819 {
1825 if (item->arch) { 1820 object *tmp;
1821
1822 if (item->arch)
1823 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1828 item->speed = 0; 1826 item->set_speed (0);
1829 update_ob_speed(item); 1827 }
1830 } 1828
1831 if ((tmp=is_player_inv(item))) 1829 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1831 }
1834 } 1832 }
1835 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1834 drain_rod_charge (item);
1837 }
1838 } 1835 }
1839} 1836}
1840 1837
1841/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1842 */ 1839 */
1840void
1843void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1844 int spellcost=0; 1843 int spellcost = 0;
1845 1844
1846 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1848 1848
1849 switch(op->contr->shoottype) { 1849 player *pl = op->contr;
1850 case range_none: 1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1851 return; 1860 return;
1852 1861
1853 case range_bow: 1862 if (!op->change_weapon (ob))
1854 player_fire_bow(op, dir);
1855 return; 1863 return;
1856 1864
1857 case range_magic: /* Casting spells */ 1865 switch (ob->type)
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1866 {
1859 return; 1867 case BOW:
1868 player_fire_bow (op, dir);
1869 break;
1860 1870
1861 case range_misc: 1871 case SPELL:
1862 fire_misc_object(op, dir); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863 return; 1873 break;
1864 1874
1865 case range_golem: /* Control summoned monsters from scrolls */ 1875 case BUILDER:
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1876 apply_map_builder (op, dir);
1886 return; 1877 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1893 1882
1883 default:
1884 fire_misc_object (op, dir);
1885 break;
1886 }
1887}
1894 1888
1895/* find_key 1889/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1894 * pl is the player,
1901 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1904 */ 1898 */
1905 1899object *
1906object * find_key(object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1907{ 1901{
1908 object *tmp,*key; 1902 object *tmp, *key;
1909 1903
1910 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1905 if (!container->inv)
1906 return 0;
1912 1907
1913 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1916 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1918 */ 1915 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1917 break;
1921 } 1918 }
1919
1922 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1923 * a key, return
1926 */ 1924 */
1927 if (!tmp) { 1925 if (!tmp)
1926 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1929 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1931 {
1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1934 }
1935 }
1936
1937 if (!tmp)
1938 return NULL;
1932 } 1939 }
1933 } 1940
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1942 * see if we actually want to use it
1938 */ 1943 */
1939 if (pl!=container) { 1944 if (pl != container)
1945 {
1940 /* Only let players use keys in containers */ 1946 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1947 if (!pl->contr)
1948 return NULL;
1942 /* cases where this fails: 1949 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1950 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1951 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1952 * If the container is not active, return now since only active
1946 * containers can be used. 1953 * containers can be used.
1947 * If we only search keyrings and the container does not have 1954 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1955 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1956 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1957 * inv must have been an container and must have been active.
1951 * 1958 *
1952 * Change the color so that the message doesn't disappear with 1959 * Change the color so that the message doesn't disappear with
1953 * all the others. 1960 * all the others.
1954 */ 1961 */
1955 if (pl->contr->usekeys == key_inventory || 1962 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1965 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1968 return NULL;
1964 } 1969 }
1965 } 1970 }
1971
1966 return tmp; 1972 return tmp;
1967} 1973}
1968 1974
1969/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1977 * such that the caller should not do anything more,
1972 * 0 otherwise 1978 * 0 otherwise
1973 */ 1979 */
1980static int
1974static int player_attack_door(object *op, object *door) 1981player_attack_door (object *op, object *door)
1975{ 1982{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
1980 */ 1986 */
1981 object *key=find_key(op, op, door); 1987 object *key = find_key (op, op, door);
1982 1988
1983 /* IF we found a key, do some extra work */ 1989 /* IF we found a key, do some extra work */
1984 if (key) { 1990 if (key)
1991 {
1985 object *container=key->env; 1992 object *container = key->env;
1986 1993
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000 spring_trap (door->inv, op);
2001
1990 if (door->type == DOOR) { 2002 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1995 "You open the door with the %s", query_short_name(key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2008 }
2009
1998 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2001 if (container != op) 2013 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2003 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2017 }
2004 } else if (door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
2019 {
2005 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2022 return 1;
2008 } 2023 }
2024
2009 return 0; 2025 return 0;
2010} 2026}
2011 2027
2012/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2017 */ 2033 */
2018 2034void
2019void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2020{ 2036{
2021 object *tmp, *mon; 2037 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2038 int on_battleground;
2024 mapstruct *m; 2039 maptile *m;
2025 2040
2026 nx=freearr_x[dir]+op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2028 2043
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2030 2045
2031 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2053 * move_ob uses.
2039 */ 2054 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2056 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2067 return;
2050 }
2051 2068
2052 mon = NULL; 2069 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2073 * on the space
2057 */ 2074 */
2058 while (tmp!=NULL) { 2075 while (tmp)
2076 {
2059 if (tmp == op) { 2077 if (tmp == op)
2060 tmp=tmp->above; 2078 {
2061 continue; 2079 tmp = tmp->above;
2062 } 2080 continue;
2081 }
2082
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2084 {
2065 break; 2085 mon = tmp;
2066 } 2086 break;
2087 }
2088
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2090 mon = tmp;
2091
2069 tmp=tmp->above; 2092 tmp = tmp->above;
2070 } 2093 }
2071 2094
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2096 return; /* into a wall */
2074 2097
2075 if(mon->head != NULL) 2098 if (mon->head)
2076 mon = mon->head; 2099 mon = mon->head;
2077 2100
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2102 if (player_attack_door (op, mon))
2103 return;
2080 2104
2081 /* The following deals with possibly attacking peaceful 2105 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2106 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2107 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2108 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2109 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2110 * and thus will not push them.
2087 */ 2111 */
2088 2112
2089 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2092 */ 2116 */
2093 if ((op->type==PLAYER) 2117 if (op->type == PLAYER
2094#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2120 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2122 {
2106 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2124 if (op->contr->braced)
2125 return;
2126
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2128 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2111 return; 2132 return;
2112 } 2133 }
2113 2134
2114 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2138 * attack them either.
2118 */ 2139 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful && 2142 && ((op->contr->peaceful
2126#endif 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2127 !on_battleground 2144 && !on_battleground))
2145 {
2146 if (!op->contr->braced)
2128 )) { 2147 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2149 push_ob (mon, dir, op);
2132 } else { 2150 }
2151 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2138 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2159 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2160 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2142 recursive_roll(mon,dir,op); 2163 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2164 if (action_makes_visible (op))
2144 } 2165 make_visible (op);
2166 }
2145 2167
2146 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2173 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2176 {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) { 2177 if (!op->contr->has_hit)
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2164 2182
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2169 2184
2170 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2188 * the wiz.
2174 */ 2189 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2191 {
2177 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2193
2178 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2181 } 2197 }
2182 if(action_makes_visible(op)) make_visible(op); 2198
2183 } 2199 if (action_makes_visible (op))
2200 make_visible (op);
2201 }
2184 } /* if player should attack something */ 2202 } /* if player should attack something */
2185} 2203}
2186 2204
2205int
2187int move_player(object *op,int dir) { 2206move_player (object *op, int dir)
2207{
2188 int pick; 2208 int pick;
2189 2209
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2211 return 0;
2212
2213 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9))
2215 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0;
2218 }
2219
2220 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223
2224 op->facing = dir;
2225
2226 if (op->hide)
2227 do_hidden_move (op);
2228
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ;
2231 else if (op->contr->fire_on)
2232 fire (op, dir);
2233 else
2234 {
2235 move_player_attack (op, dir);
2236 pick = check_pick (op);
2237 }
2238
2239 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing.
2241 */
2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 op->direction = dir;
2244 else
2245 op->direction = 0;
2246
2247 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities
2249 * for players.
2250 */
2251 animate_object (op, op->facing);
2252 return 0;
2231} 2253}
2232 2254
2233/* This is similar to handle_player, below, but is only used by the 2255/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2256 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2257 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2258 * the new speed values for commands.
2237 * 2259 *
2238 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2239 */ 2261 */
2262int
2240int handle_newcs_player(object *op) 2263handle_newcs_player (object *op)
2241{ 2264{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2259 flee_player(op); 2267 flee_player (op);
2268
2260 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (op->flag [FLAG_SCARED])
2262 op->speed_left--; 2271 {
2272 --op->speed_left;
2263 return 0; 2273 return 0;
2264 } 2274 }
2265 } 2275 }
2266 2276
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2279 * called, so we recheck it here.
2282 */ 2280 */
2283 HandleClient(&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2282 return 1;
2285 2283
2284 if (op->speed_left > 0.f)
2285 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2287 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2289 --op->speed_left;
2289 2290
2290 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2293 */ 2294 */
2294 move_player(op, op->direction); 2295 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2296
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2296 else return 0; 2301 return 0;
2297 } 2302}
2303
2304int
2305save_life (object *op)
2306{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2308 return 0;
2299}
2300 2309
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2315
2312 query_name(tmp));
2313 if (op->contr) 2316 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2318
2316 free_object(tmp); 2319 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2318 if(op->stats.hp<0) 2322 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2320 if(op->stats.food<0) 2325 if (op->stats.food < 0)
2321 op->stats.food = 999; 2326 op->stats.food = 999;
2322 fix_player(op); 2327
2328 op->update_stats ();
2323 return 1; 2329 return 1;
2324 } 2330 }
2331
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2335 return 0;
2329} 2336}
2330 2337
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2338/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2339 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2340 * function will descend into containers. op is the object to start the search
2334 * from. 2341 * from.
2335 */ 2342 */
2343void
2336void remove_unpaid_objects(object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2337{ 2345{
2338 object *next;
2339
2340 while (op) { 2346 while (op)
2341 next=op->below; /* Make sure we have a good value, in case 2347 {
2342 * we remove object 'op' 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2343 */ 2349
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2351 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next;
2354 }
2355}
2356 2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362}
2357 2363
2358/* 2364/*
2359 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2368 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2369 * but there isn't one in the server directory.
2364 */ 2370 */
2371char *
2365char *gravestone_text (object *op) 2372gravestone_text (object *op)
2366{ 2373{
2367 static char buf2[MAX_BUF]; 2374 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2375 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2376 time_t now = time (NULL);
2370 2377
2371 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2381 else
2375 sprintf (buf, "%s\n", op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2385 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2388 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2392 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2393 if (op->type == PLAYER)
2394 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2397 strcat (buf2, buf);
2388 } 2398 }
2399
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2392 return buf2; 2404 return buf2;
2393} 2405}
2394 2406
2395 2407void
2396
2397void do_some_living(object *op) { 2408do_some_living (object *op)
2409{
2398 int last_food=op->stats.food; 2410 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2411 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2412 int over_hp, over_sp, over_grace;
2401 int i; 2413 int i;
2402 int rate_hp = 1200; 2414 int rate_hp = 1200;
2403 int rate_sp = 2500; 2415 int rate_sp = 2500;
2404 int rate_grace = 2000; 2416 int rate_grace = 2000;
2405 const int max_hp = 1; 2417 const int max_hp = 1;
2406 const int max_sp = 1; 2418 const int max_sp = 1;
2407 const int max_grace = 1; 2419 const int max_grace = 1;
2408 2420
2409 if (op->contr->outputs_sync) { 2421 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2422 {
2411 if (op->contr->outputs[i].buf!=NULL && 2423 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2424 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2414 } 2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2415 2439
2416 if(op->contr->state==ST_PLAYING) { 2440 if (op->contr->ns->state == ST_PLAYING)
2417 2441 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 )
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2422 else {
2423 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2425 }
2426 if(op->contr->gen_sp >= 0 )
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2428 else {
2429 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2431 }
2432 if(op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2434 else {
2435 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 }
2487 } else {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2489 }
2490 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520
2521 /* Digestion */
2522 if(--op->last_eat<0) {
2523#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531
2532 if(op->contr->gen_hp > 0) 2444 if (op->contr->gen_hp >= 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2534 else 2446 else
2447 {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 }
2451
2452 if (op->contr->gen_sp >= 0)
2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else
2455 {
2456 gen_sp = op->stats.maxsp;
2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2458 }
2459
2460 if (op->contr->gen_grace >= 0)
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else
2463 {
2464 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 /* wearing stuff doesn't detract from grace generation. */
2536 }
2537
2538 /* Regenerate Hit Points */
2539 if (--op->last_heal < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2543 op->stats.hp++;
2544 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573
2574 /* Digestion */
2575 if (--op->last_eat < 0)
2576 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2578
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2581 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2536 /* dms do not consume food */ 2584 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2586 op->stats.food--;
2539 } 2587 }
2540 2588
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2542 object *tmp, *flesh=NULL; 2590 {
2591 object *tmp, *flesh = 0;
2543 2592
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2602 break;
2551 } 2603 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2605 flesh = tmp;
2554 } /* end of for loop */ 2606 } /* End if paid for object */
2607 } /* end of for loop */
2608
2555 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2610 * eat flesh instead.
2557 */ 2611 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2561 } 2616 }
2562 } /* end if player is starving */ 2617 }
2563 2618
2564 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2566 2621
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2623 kill_player (op);
2624 }
2569} 2625}
2570
2571
2572 2626
2573/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2630 * file.
2577 */ 2631 */
2632void
2578void kill_player(object *op) 2633kill_player (object *op)
2579{ 2634{
2580 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2581 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2583 int z; 2641 /* int z;
2584 int num_stats_lose; 2642 int num_stats_lose;
2585 int lost_a_stat; 2643 int lost_a_stat;
2586 int lose_this_stat; 2644 int lose_this_stat;
2587 int this_stat; 2645 int this_stat; */
2588 int will_kill_again; 2646 int will_kill_again;
2589 archetype *at; 2647 archetype *at;
2590 object *tmp; 2648 object *tmp;
2591 2649
2592 if(save_life(op)) 2650 if (save_life (op))
2593 return; 2651 return;
2594 2652
2595 2653
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2657 */
2600 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2602 "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2662
2605
2606 /* restore player */ 2663 /* restore player */
2607 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2666 {
2610 remove_ob(tmp); 2667 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2669 }
2614 2670
2615 at = find_archetype("confusion"); 2671 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2617 if (tmp) { 2673 {
2618 remove_ob(tmp); 2674 tmp->destroy ();
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2676 }
2622 2677
2623 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2626 2681 op->stats.food = 999;
2682
2627 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2685 {
2631 sprintf(buf,"%s's finger",op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2687 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2691 tmp->msg = buf;
2637 tmp->msg=add_string(buf); 2692 tmp->value = 0, tmp->type = 0;
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2693 tmp->materialname = "organics";
2639 tmp->materialname = NULL; 2694 tmp->insert_at (op, tmp);
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2695 }
2696
2644 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2699 op->contr->braced = 0;
2647 return; 2700 return;
2648 } 2701 }
2649 2702
2650 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2651 2704
2652 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2653 2706
2654 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2708 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2663 } 2711 }
2664 else { 2712 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2713 sprintf (buf, "%s died.", &op->name);
2672 } 2714
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2716
2675 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2677 2721
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
2683 */ 2725 */
2684 2726
2685 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2729 * of death.
2688 */ 2730 */
2689#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2691 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2736 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2739 little bit harder. */
2697 /* GD */ 2740 /* GD */
2698 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1; 2742 num_stats_lose = 1;
2700 else 2743 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702 } else { 2745 }
2746 else
2703 num_stats_lose = 1; 2747 num_stats_lose = 1;
2704 } 2748
2705 lost_a_stat = 0; 2749 lost_a_stat = 0;
2706 2750
2707 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2708 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2709 2754
2710 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2711 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2758 * what he lost.
2713 */ 2759 */
2714 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2765 lost_a_stat = 1;
2720 } else { 2766 }
2767 else
2768 {
2721 /* deplete a stat */ 2769 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2724 2775 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2777 insert_ob_in_ob (dep, op);
2729 }
2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) {
2732 /* GD */
2733 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i);
2735 if (this_stat < 0) {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat;
2738 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1)
2740 keep_chance = 1;
2741
2742 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2744 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 }
2756 }
2757 2778 }
2758 if (lose_this_stat) { 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
2781 {
2782 /* GD */
2783 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2785 if (this_stat < 0)
2786 {
2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2788 int keep_chance = this_stat * this_stat;
2789
2790 /* Yes, I am paranoid. Sue me. */
2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2797 lose_this_stat = 0;
2798 /* Take loss chance vs keep chance to see if we
2799 retain the stat. */
2800 }
2801 else
2802 {
2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2808 }
2809 }
2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2760 /* We could try to do something clever like find another 2815 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 2816 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 2817 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 2818 * and should be roughly the same, so it shouldn't make a
2764 * difference. 2819 * difference.
2765 */ 2820 */
2766 if (this_stat>=-50) { 2821 if (this_stat >= -50)
2822 {
2767 change_attr_value(&(dep->stats), i, -1); 2823 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 2824 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 2826 op->update_stats ();
2771 lost_a_stat = 1; 2827 lost_a_stat = 1;
2772 } 2828 }
2773 } 2829 }
2830 }
2774 } 2831 }
2775 }
2776 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2833 if (!lost_a_stat)
2778 { 2834 {
2779 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2836 Should I be using something else? GD */
2781 const char *god = determine_god(op); 2837 const char *god = determine_god (op);
2838
2782 if (god && (strcmp(god, "none"))) 2839 if (god && (strcmp (god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 "moment you feel the holy presence of %s protecting" 2841 else
2785 " you.", god); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2846#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2847
2794 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2849 * exp loss on the stone.
2796 */ 2850 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2853 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2855 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2803 "who was killed\n" 2857 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2858 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2860
2811 /**************************************/ 2861 /**************************************/
2812 /* */ 2862 /* */
2813 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2816 /* */ 2866 /* */
2817 /**************************************/ 2867 /**************************************/
2818 2868
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2870 /* restore player */
2821 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2873
2823 if (tmp) { 2874 if (tmp)
2824 remove_ob(tmp); 2875 {
2825 free_object(tmp); 2876 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2878 }
2828 2879
2829 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2882 if (tmp)
2832 remove_ob(tmp); 2883 {
2833 free_object(tmp); 2884 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2886 }
2887
2836 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2837 2889
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2897
2845 /* 2898 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
2848 * in the map. 2901 */
2849 */
2850
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2854 break;
2855 }
2856 }
2857
2858 2903
2859 /****************************************/ 2904 /****************************************/
2860 /* */ 2905 /* */
2861 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2863 /* */ 2908 /* */
2864 /****************************************/ 2909 /****************************************/
2865 2910
2866 enter_player_savebed(op); 2911 enter_player_savebed (op);
2867 2912
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0; 2913 op->contr->braced = 0;
2872 save_player(op,1);
2873 2914
2874 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player. 2918 * on the space that might harm the player.
2878 */ 2919 */
2879 will_kill_again=0; 2920 will_kill_again = 0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2881 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2883 } 2924
2884 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2885 object *force; 2927 object *force;
2886 int at; 2928 int at;
2887 2929
2888 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1; 2932 force->speed = 0.1f;
2891 force->speed_left=-5.0; 2933 force->speed_left = -5.f;
2892 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2894 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100; 2937 force->resist[at] = 100;
2896 } 2938
2897 insert_ob_in_ob(force, op); 2939 insert_ob_in_ob (force, op);
2898 fix_player(op); 2940 op->update_stats ();
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907 2941
2942 }
2943
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else {
2955 delete_character(op->name,1);
2956 }
2957 }
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973} 2945}
2974 2946
2975 2947void
2976void loot_object(object *op) { /* Grab and destroy some treasure */ 2948loot_object (object *op)
2949{ /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next; 2950 object *tmp, *tmp2, *next;
2978 2951
2979 if (op->container) { /* close open sack first */ 2952 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982 2953
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
2984 next=tmp->below; 2956 next = tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2957
2986 remove_ob(tmp); 2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
2987 tmp->x=op->x,tmp->y=op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */ 2963
2989 loot_object(tmp); 2964 if (tmp->type == CONTAINER)
2990 } 2965 loot_object (tmp); /* empty container to ground */
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2966
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
2993 if(tmp->nrof>1) { 2969 if (tmp->nrof > 1)
2970 {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2995 free_object(tmp2); 2972 tmp2->destroy ();
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 }
2975 else
2976 tmp->destroy ();
2977 }
2997 } else 2978 else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 2980 }
3002} 2981}
3003 2982
3004/* 2983/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 2986 * was changed.
3008 */ 2987 */
3009 2988void
3010void fix_weight(void) { 2989fix_weight (void)
3011 player *pl; 2990{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
3014 if(old == sum) 2995 if (old == sum)
3015 continue; 2996 continue;
3016 fix_player(pl->ob); 2997 pl->ob->update_stats ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 2999 }
3020} 3000}
3021 3001
3002void
3022void fix_luck(void) { 3003fix_luck (void)
3023 player *pl; 3004{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3025 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3027} 3008}
3028
3029 3009
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3033 */ 3013 */
3034
3035void 3014void
3036cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3037{ 3016{
3038 object *skop, *spob; 3017 object *skop, *spob;
3039 3018
3040 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3041 3020
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3023 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3025 return;
3048 } 3026 }
3049 3027
3050 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3051 3029
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3033 if (!spob)
3056 { 3034 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3036 return;
3060 } 3037 }
3061 3038
3062 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3041
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3043
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3045}
3071 3046
3047void
3072void make_visible (object *op) { 3048make_visible (object *op)
3049{
3073 op->hide = 0; 3050 op->hide = 0;
3074 op->invisible = 0; 3051 op->invisible = 0;
3075 if(op->type==PLAYER) {
3076 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3078 }
3079 update_object(op,UP_OBJ_FACE);
3080}
3081
3082int is_true_undead(object *op) {
3083 object *tmp=NULL;
3084
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3086
3087 if(op->type==PLAYER) 3052 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 3053 {
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3054 op->contr->tmp_invis = 0;
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3055 op->contr->invis_race = 0;
3056 }
3057
3058 update_object (op, UP_OBJ_CHANGE);
3059}
3060
3061int
3062is_true_undead (object *op)
3063{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3066
3091 return 0; 3067 return 0;
3092} 3068}
3093 3069
3094/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3072 * indicate greater hideability.
3097 */ 3073 */
3098 3074
3075int
3099int hideability(object *ob) { 3076hideability (object *ob)
3077{
3100 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3101 sint16 x,y; 3079 sint16 x, y;
3102 3080
3103 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3104 3083
3105 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3107 3086
3108 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3088 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3112 3092
3113 /* scan through all nearby squares for terrain to hide in */ 3093 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3102 level += 2;
3119 else /* open terrain! */ 3103 else /* open terrain! */
3120 level -= 1; 3104 level -= 1;
3121 } 3105 }
3122 3106
3123#if 0 3107#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3109#endif
3126 return level; 3110 return level;
3127} 3111}
3128 3112
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3117 */
3134 3118
3119void
3135void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3123 object *skop;
3138 3124
3139 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3140 3127
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3129
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 3135 make_visible (op);
3148 return; 3136 return;
3149 } else num += 20;
3150 } 3137 }
3138 else
3139 num += 20;
3140
3151 num += op->map->difficulty; 3141 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3143 num -= hide;
3144
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3155 make_visible(op); 3147 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3148 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3150 }
3159 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 }
3162} 3153}
3163 3154
3164/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3165 3156
3157int
3166int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3167 object *tmp=NULL; 3160 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3162 maptile *m;
3170 sint16 x,y; 3163 sint16 x, y;
3171 3164
3172 if(!who) return 0; 3165 if (!who)
3173
3174 if(who->type==PLAYER) player=1;
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3176
3177 /* search adjacent squares */
3178 for(i=1;i<9;i++) {
3179 x = who->x+freearr_x[i];
3180 y = who->y+freearr_y[i];
3181 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space.
3185 */
3186 if (mflags & P_OUT_OF_MAP) continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3188
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3190 if((player||friendly)
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0; 3166 return 0;
3167
3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3173
3174 /* search adjacent squares */
3175 for (i = 1; i < 9; i++)
3176 {
3177 x = who->x + freearr_x[i];
3178 y = who->y + freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3187 continue;
3188
3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if (tmp->type == PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0;
3202} 3202}
3203 3203
3204/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3206 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3214 * -b.t.
3215 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3216 */ 3216 */
3217 3217
3218int
3218int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3219 rv_vector rv; 3221 rv_vector rv;
3220 int dx,dy; 3222 int dx, dy;
3221 3223
3222 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1;
3225 }
3226 if (!pl || !op) return 0;
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1; 3227 return -1;
3249 op = op->more;
3250 } 3228 }
3229
3230 if (!pl || !op)
3251 return 0; 3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3252} 3259}
3253 3260
3254/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3265 * return 0.
3259 */ 3266 */
3267int
3260int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3261 3270
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3274 return 0;
3265 3275
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3267 3278
3268 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3283 return 1;
3272 } 3284 }
3273 } 3285 }
3274 return 0; 3286 return 0;
3275} 3287}
3276 3288
3277/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3292 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3293 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3294 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3296 */
3297int
3285int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3286 object *tmp; 3300 object *tmp;
3287 3301
3288 /* A battleground-tile needs the following attributes to be valid: 3302 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3301 object *invtmp; 3318 object *invtmp;
3319
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3324 if (x != NULL && y != NULL)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3326 return 1;
3327 }
3328 }
3329 }
3305 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3307 return 1; 3332 return 1;
3308 } 3333 }
3309 } 3334 }
3310 }
3311 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3313 return 1;
3314 } 3335 }
3315 }
3316 }
3317 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3318 return 0; 3337 return 0;
3319} 3338}
3320 3339
3321/* 3340/*
3325 * attributes: 3344 * attributes:
3326 * object *who the dragon player 3345 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3328 * int level ability level 3347 * int level ability level
3329 */ 3348 */
3349void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3357 int i = 0, j = 0;
3337 3358
3338 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3347 3368
3348 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3349 return; 3370 return;
3350 3371
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352 tr = tr->next, i++); 3373
3353 3374 if (!tr || !tr->item)
3354 if (tr == NULL || tr->item == NULL) { 3375 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return; 3377 return;
3357 } 3378 }
3358 3379
3359 /* everything seems okay - now bring on the gift: */ 3380 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3381 item = &(tr->item->clone);
3361 3382
3362 if (item->type == SPELL) { 3383 if (item->type == SPELL)
3384 {
3363 if (check_spell_known (who, item->name)) 3385 if (check_spell_known (who, item->name))
3364 return; 3386 return;
3365 3387
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3388 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3367 do_learn_spell (who, item, 0); 3389 do_learn_spell (who, item, 0);
3368 return; 3390 return;
3369 } 3391 }
3370 3392
3371 /* grant direct spell */ 3393 /* grant direct spell */
3372 if (item->type == SPELLBOOK) { 3394 if (item->type == SPELLBOOK)
3395 {
3373 if (!item->inv) { 3396 if (!item->inv)
3397 {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 item->name);
3376 return; 3399 return;
3377 } 3400 }
3378 if (check_spell_known (who, item->inv->name)) 3401 if (check_spell_known (who, item->inv->name))
3379 return; 3402 return;
3380 if (item->invisible) { 3403 if (item->invisible)
3404 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3406 do_learn_spell (who, item->inv, 0);
3383 return; 3407 return;
3384 } 3408 }
3385 } 3409 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3388 3414
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3416 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3417 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3393 */ 3419 */
3394 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3395 /* Give new attacktype */ 3422 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3397 3424
3398 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3400 3427
3401 if (item->msg != NULL) 3428 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3430
3404 /* Give player new face */ 3431 /* Give player new face */
3405 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3406 who->face = skop->face; 3434 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3437 who->last_anim = 0;
3410 who->state = 0; 3438 who->state = 0;
3411 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3412 } 3440 }
3441 }
3442 }
3413 } 3443 }
3414 }
3415 }
3416 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3417 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3447 object *skin;
3448
3419 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3421 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3422 if (skin == NULL) return; 3452 ;
3423 3453
3454 if (!skin)
3455 return;
3456
3424 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3461
3428 /* print message */ 3462 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3431 if(item->path_attuned & (1<<i)) { 3465 {
3432 if (j) 3466 if (item->path_attuned & (1 << i))
3433 strcat(buf," and "); 3467 {
3434 else 3468 if (j)
3435 j = 1; 3469 strcat (buf, " and ");
3470 else
3471 j = 1;
3436 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3437 } 3473 }
3438 } 3474 }
3439 strcat(buf,"."); 3475 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3477 }
3442 3478
3443 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3486
3451 /* print message if there is one */ 3487 /* print message if there is one */
3452 if (item->msg != NULL) 3488 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3454 } 3492 {
3455 else {
3456 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3496 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3462 } 3499 }
3463} 3500}
3464 3501
3465/** 3502/**
3466 * Unready an object for a player. This function does nothing if the object was 3503 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3504 * not readied.
3468 */ 3505 */
3506void
3469void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3471 3511
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3473 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3474 pl->ranges[i] = NULL; 3514
3475 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3476 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3477 }
3478 }
3479 }
3480} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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