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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
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)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
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; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 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}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 303 }
229 304
230 /* Clears basically the entire player structure except 305 if (ob)
231 * for next and socket. 306 ob->close_container (); //TODO: client-specific
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
236 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 328 * we deal with that below this point.
238 */ 329 */
239 p->party=NULL; 330 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 333
245#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 335
247#endif 336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
248 356 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 357 ob->destroy_inv (false);
358 ob->destroy ();
250 359 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 360}
302 361
303 362player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 363{
307 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
308 op->x = -1; 365 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 366}
312 367
313/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
315 * mode. 370 * mode.
316 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
317 376
318int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 378
321 p=get_player(NULL); 379 pl->ob->roll_stats ();
322 p->socket = *ns; 380 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 381 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 382
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 383 set_first_map (pl->ob);
333 384
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 385 return pl;
341} 386}
342 387
343/* 388/*
344 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
347 */ 392 */
393archetype *
348archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
349{ 395{
350 archetype *start = at; 396 archetype *start = at;
397
351 for (;;) { 398 for (;;)
399 {
352 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
353 at=first_archetype; 401 at = first_archetype;
354 else 402 else
355 at=at->next; 403 at = at->next;
404
356 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
357 return at; 406 return at;
407
358 if (at == start) { 408 if (at == start)
409 {
359 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 411 exit (-1);
361 } 412 }
362 } 413 }
363} 414}
364 415
365 416object *
366object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
367 object *op = NULL; 419 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 420 objectlink *ol;
370 unsigned lastdist; 421 unsigned lastdist;
371 rv_vector rv; 422 rv_vector rv;
372 423
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 {
374 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
378 */ 430 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
380 object *tmp=ol->ob; 433 object *tmp = ol->ob;
381 434
382 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 436 * itself will have been cleared.
384 */ 437 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
386 ol = ol->next; 440 ol = ol->next;
387 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
388 if (!ol) return op; 442 if (!ol)
389 } 443 return op;
444 }
390 445
391 /* Remove special check for player from this. First, it looks to cause 446 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 448 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 449 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
397 */ 452 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 454 continue;
400 455
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
410 op=pl->ob; 457 {
458 op = ol->ob;
411 lastdist=rv.distance; 459 lastdist = rv.distance;
460 }
412 } 461 }
413 } 462
414 } 463 for_all_players (pl)
464 if (can_detect_enemy (mon, pl->ob, &rv))
465 if (lastdist > rv.distance)
466 {
467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
415#if 0 471#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 473#endif
418 return op; 474 return op;
419} 475}
420 476
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 478 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 495 * is probably not a good thing.
440 */ 496 */
441#define MAX_SPACES 50 497#define MAX_SPACES 50
442
443 498
444/* 499/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 515 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 516 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 517 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 518 * is blocking itself.
464 */ 519 */
520int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
466 rv_vector rv; 523 rv_vector rv;
467 sint16 x,y; 524 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
470 527
471 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
472 529
473 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 531 return 0;
726}
727 532
728void confirm_password(object *op) { 533 x = mon->x;
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 539
730 op->contr->write_buf[0]='\0'; 540 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 541 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 542 return 0;
733}
734 543
544 while (diff > 1 && max > 0)
545 {
546 lastx = x;
547 lasty = y;
548 lastmap = m;
549 x = lastx + freearr_x[dir];
550 y = lasty + freearr_y[dir];
551
552 mflags = get_map_flags (m, &m, x, y, &x, &y);
553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554
555 /* Space is blocked - try changing direction a little */
556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
559 /* recalculate direction from last good location. Possible
560 * we were not traversing ideal location before.
561 */
562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
563 if (rv.direction != dir)
564 {
565 /* OK - says direction should be different - lets reset the
566 * the values so it will try again.
567 */
568 x = lastx;
569 y = lasty;
570 m = lastmap;
571 dir = firstdir = rv.direction;
572 }
573 else
574 {
575 /* direct path is blocked - try taking a side step to
576 * either the left or right.
577 * Note increase the values in the loop below to be
578 * more than -1/1 respectively will mean the monster takes
579 * bigger detour. Have to be careful about these values getting
580 * too big (3 or maybe 4 or higher) as the monster may just try
581 * stepping back and forth
582 */
583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
586 continue; /* already did this, so skip it */
587 /* Use lastdir here - otherwise,
588 * since the direction that the creature should move in
589 * may change, you could get infinite loops.
590 * ie, player is northwest, but monster can only
591 * move west, so it does that. It goes some distance,
592 * gets blocked, finds that it should move north,
593 * can't do that, but now finds it can move east, and
594 * gets back to its original point. lastdir contains
595 * the last direction the creature has successfully
596 * moved.
597 */
598
599 x = lastx + freearr_x[absdir (lastdir + i)];
600 y = lasty + freearr_y[absdir (lastdir + i)];
601 m = lastmap;
602 mflags = get_map_flags (m, &m, x, y, &x, &y);
603 if (mflags & P_OUT_OF_MAP)
604 continue;
605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
608 if (mflags & P_BLOCKSVIEW)
609 continue;
610
611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
613 }
614 /* go through entire loop without finding a valid
615 * sidestep to take - thus, no valid path.
616 */
617 if (i == (DETOUR_AMOUNT + 1))
618 return 0;
619 diff--;
620 lastdir = dir;
621 max--;
622 if (!firstdir)
623 firstdir = dir + i;
624 } /* else check alternate directions */
625 } /* if blocked */
626 else
627 {
628 /* we moved towards creature, so diff is less */
629 diff--;
630 max--;
631 lastdir = dir;
632 if (!firstdir)
633 firstdir = dir;
634 }
635
636 if (diff <= 1)
637 {
638 /* Recalculate diff (distance) because we may not have actually
639 * headed toward player for entire distance.
640 */
641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 }
644
645 if (diff > max)
646 return 0;
647 }
648
649 /* If we reached the max, didn't find a direction in time */
650 if (!max)
651 return 0;
652
653 return firstdir;
654}
655
656void
657give_initial_items (object *pl, treasurelist * items)
658{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663
664 for (op = pl->inv; op; op = next)
665 {
666 next = op->below;
667
668 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way
670 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
672 SET_FLAG (op, FLAG_APPLIED);
673
674 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions
676 */
677 if (pl->type == PLAYER)
678 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
680 (op->type == ARMOUR || op->type == BOOTS ||
681 op->type == CLOAK || op->type == HELMET ||
682 op->type == SHIELD || op->type == GLOVES ||
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684 {
685 op->destroy ();
686 continue;
687 }
688 }
689
690 /* This really needs to be better - we should really give
691 * a substitute spellbook. The problem is that we don't really
692 * have a good idea what to replace it with (need something like
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */
696 if (op->type == SPELLBOOK || op->type == SKILL)
697 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 {
706 op->destroy ();
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708 continue;
709 }
710
711 if (op->nrof > 1)
712 op->nrof = 1;
713 }
714
715 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719
720 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be
722 * merged properly.
723 */
724 if (need_identify (op))
725 {
726 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
731 {
732 op->destroy ();
733 continue;
734 }
735 else if (op->type == SKILL)
736 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0;
739 op->level = 1;
740 }
741 /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */
745
746 /* Need to set up the skill pointers */
747 link_player_skills (pl);
748}
749
750void
735void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
736 if (party == NULL) { 753 if (party == NULL)
754 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 756 return;
739 } 757 }
758
740 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 763}
745
746 764
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int
748int roll_stat(void) { 767roll_stat (void)
768{
749 int a[4],i,j,k; 769 int a[4], i, j, k;
750 770
751 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
753 773
754 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 775 if (a[i] < k)
756 k=a[i],j=i; 776 k = a[i], j = i;
757 777
758 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 779 if (i != j)
760 k+=a[i]; 780 k += a[i];
761 } 781
762 return k; 782 return k;
763} 783}
764 784
765void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
766 int sum=0; 792 int sum = 0;
767 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
769 795
770 do { 796 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 797 break;
772 op->stats.Dex=roll_stat(); 798 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 799
783 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 802
792 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 805
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 806 stats.exp = 0;
823 op->stats.ac=0; 807 stats.ac = 0;
824 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
825 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
828 818
829 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
830 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
833 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
834} 851}
835 852
836void Roll_Again(object *op) 853static void
854start_info (object *op)
837{ 855{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
846 857
847 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 862}
955 863
956/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
960 * not the class. 868 * not the class.
961 */ 869 */
962 870void
963int key_change_class(object *op, char key) 871player::chargen_race_done ()
964{ 872{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 875
979 /* Lauwenmark : Here we handle the BORN global event */ 876 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
981 879
982 /* Lauwenmark : We then generate a LOGIN event */ 880 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 881 INVOKE_PLAYER (LOGIN, ob->contr);
882
984 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
985 884
986 if (op->msg) { 885 if (ob->msg)
987 free_string(op->msg); 886 ob->msg = 0;
988 op->msg=NULL;
989 }
990 887
991 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
992 * to save here. 889 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 890 */
1033 891 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1103 next = mp->next; 895 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 896
1105 delete_map(mp); 897 start_info (ob);
1106 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1107 899 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob);
902 ob->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
1109 } 908 {
1110 play_again(op); 909 object *tmp;
1111 return 1; 910 char mapname[MAX_BUF];
1112}
1113 911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
925
926void
927player::chargen_race_next ()
928{
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 do
934 {
935 shstr name = ob->name;
936 int x = ob->x, y = ob->y;
937
938 ob->remove_statbonus ();
939 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob);
942 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name;
945 ob->x = x;
946 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name);
950 ob->add_statbonus ();
951 }
952 while (!allowed_class (ob));
953
954 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, ob, ob);
956 ob->update_stats ();
957 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0;
960}
961
962void
1114void flee_player(object *op) { 963flee_player (object *op)
964{
1115 int dir,diff; 965 int dir, diff;
1116 rv_vector rv; 966 rv_vector rv;
1117 967
1118 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 972 return;
1122 } 973 }
1123 974
1124 if(op->enemy==NULL) { 975 if (op->enemy == NULL)
976 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 977 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 979 return;
1128 } 980 }
1129 981
1130 /* Seen some crashes here. Since we don't store an 982 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 983 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 984 * actual enemy, and the object is recycled.
1133 */ 985 */
1134 if (op->enemy->map == NULL) { 986 if (op->enemy->map == NULL)
987 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 989 op->enemy = NULL;
1137 return; 990 return;
1138 } 991 }
1139 992
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
1141 op->enemy=NULL; 995 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 997 return;
1144 } 998 }
999
1145 get_rangevector(op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1146 1001
1147 dir=absdir(4+rv.direction); 1002 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1003 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1004 {
1005 int m = 1 - (RANDOM () & 2);
1006
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 return;
1009 }
1010
1155 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1013 op->enemy = NULL;
1158} 1014}
1159
1160 1015
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1018 * stop.
1164 */ 1019 */
1020int
1165int check_pick(object *op) { 1021check_pick (object *op)
1022{
1166 object *tmp, *next; 1023 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1024 int stop = 0;
1169 int j, k, wvratio; 1025 int wvratio;
1170 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1171
1172 1027
1173 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1175 return 1; 1030 return 1;
1176 1031
1177 op_tag = op->count;
1178
1179 next = op->below; 1032 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1033
1183 /* loop while there are items on the floor that are not marked as 1034 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1035 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1186 { 1037 {
1187 tmp = next; 1038 tmp = next;
1188 next = tmp->below; 1039 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1040
1192 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1193 return 0; 1042 return 0;
1194 1043
1195 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1196 continue; 1045 continue;
1197 1046
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1048 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1050 pick_up (op, tmp);
1202 continue; 1051 continue;
1203 } 1052 }
1204 1053
1205 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1207 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1058 {
1209 case 1: pick_up (op, tmp); 1059 case 0:
1210 return 1; 1060 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1061 case 1:
1212 return 0; 1062 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1063 return 1;
1214 case 4: pick_up (op, tmp); 1064 case 2:
1215 break; 1065 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1066 return 0;
1217 stop = 1; 1067 case 3:
1218 break; 1068 return 0; /* stop before pickup */
1219 case 6: 1069 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1070 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1071 break;
1222 pick_up(op, tmp); 1072 case 5:
1223 break; 1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1224 1080
1225 case 7: 1081 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1083 pick_up (op, tmp);
1228 break; 1084 break;
1229 1085
1230 default: 1086 default:
1231 /* use value density */ 1087 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1090 pick_up (op, tmp);
1235 >= op->contr->mode) 1091 }
1236 pick_up(op,tmp); 1092 }
1237 } 1093 else
1238 } 1094 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1242 { 1097 {
1243 /* some debugging code to figure out item information */ 1098 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1099 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1102 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1105
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1253 1108
1254 sprintf(putstring,"...flags: "); 1109 /* philosophy:
1255 for(k=0;k<4;k++) 1110 * It's easy to grab an item type from a pile, as long as it's
1256 { 1111 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1112 * and selections, select-items should be used. This is a
1258 { 1113 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1114 * example.
1260 { 1115 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1116 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1117 * convert to decimal and then 'pickup <#>
1263 } 1118 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1268#if 0 1345#if 0
1269 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1271 { 1348 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1350 }
1274 { 1351 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1355#endif
1356 continue;
1357 }
1358 }
1359 } /* the new pickup model */
1281 } 1360 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1361
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1362 return !stop;
1445} 1363}
1446 1364
1447/* 1365/*
1448 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1368 * found object is returned.
1451 */ 1369 */
1370object *
1452object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1453{ 1372{
1454 object *tmp = NULL; 1373 object *tmp = 0;
1455 1374
1456 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1461 return op; 1379 return op;
1380
1462 return tmp; 1381 return tmp;
1463} 1382}
1464 1383
1465/* 1384/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1389 */
1471 1390object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1392{
1474 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1476 1395
1477 if (!type) 1396 if (!type)
1478 return NULL; 1397 return NULL;
1479 1398
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1402 {
1403 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1405 if (i > betterby)
1486 tmp = ntmp; 1406 {
1487 betterby = i; 1407 tmp = ntmp;
1488 } 1408 betterby = i;
1409 }
1410 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1490 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1415 {
1493 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1417 {
1495 return arrow; 1418 *better = 100;
1496 } else { 1419 return arrow;
1497 tmp = arrow; 1420 }
1421 else
1422 {
1423 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1425 }
1500 } else { 1426 }
1427 else
1428 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1502 attacktype = 1<<attacknum; 1431 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1434 {
1435 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1437 }
1508 } 1438 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1440 {
1441 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1443 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1445 {
1446 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1448 }
1449 }
1450 }
1517 } 1451 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1453 return find_arrow (op, type);
1522 1454
1523 *better = betterby; 1455 *better = betterby;
1524 return tmp; 1456 return tmp;
1525} 1457}
1526 1458
1527/* looks in a given direction, finds the first valid target, and calls 1459/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1461 * op = the shooter
1530 * type = bow->race 1462 * type = bow->race
1531 * dir = fire direction 1463 * dir = fire direction
1532 */ 1464 */
1533 1465object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1535{ 1467{
1536 object *tmp = NULL; 1468 object *tmp = NULL;
1537 mapstruct *m; 1469 maptile *m;
1538 int i, mflags, found, number; 1470 int i, mflags, found, number;
1539 sint16 x, y; 1471 sint16 x, y;
1540 1472
1541 if (op->map == NULL) 1473 if (op->map == NULL)
1542 return find_arrow(op, type); 1474 return find_arrow (op, type);
1543 1475
1544 /* do a dex check */ 1476 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1479 return find_arrow (op, type);
1548 1480
1549 m = op->map; 1481 m = op->map;
1550 x = op->x; 1482 x = op->x;
1551 y = op->y; 1483 y = op->y;
1552 1484
1553 /* find the first target */ 1485 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1555 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1559 tmp = NULL; 1493 tmp = NULL;
1560 break; 1494 break;
1495 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1499 * perhaps a bad assumption.
1564 */ 1500 */
1565 tmp = NULL; 1501 tmp = NULL;
1566 break; 1502 break;
1567 } 1503 }
1568 if (mflags & P_IS_ALIVE) { 1504 if (mflags & P_IS_ALIVE)
1505 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1508 {
1572 break; 1509 found++;
1573 } 1510 break;
1511 }
1574 if (found) 1512 if (found)
1575 break; 1513 break;
1576 } 1514 }
1577 } 1515 }
1578 if (tmp == NULL) 1516 if (tmp == NULL)
1579 return find_arrow(op, type); 1517 return find_arrow (op, type);
1580 1518
1581 if (tmp->head) 1519 if (tmp->head)
1582 tmp = tmp->head; 1520 tmp = tmp->head;
1583 1521
1584 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1585} 1523}
1586 1524
1587/* 1525/*
1588 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1530 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1531 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1532 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1533 * player fire modes.
1596 */ 1534 */
1535int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1537{
1600 object *left, *bow; 1538 object *left, *bow;
1601 tag_t left_tag, tag; 1539 int mflags;
1602 int bowspeed, mflags; 1540 maptile *m;
1603 mapstruct *m;
1604 1541
1605 if (!dir) { 1542 if (!dir)
1543 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1608 } 1551 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1615 */ 1555 */
1616 if(bow->type==BOW) 1556 if (bow->type == BOW)
1617 break; 1557 break;
1618 1558
1619 if (!bow) { 1559 if (!bow)
1560 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1562 return 0;
1622 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1623 } 1572 }
1573
1624 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1577 return 0;
1627 } 1578 }
1628 1579
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1639 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1587 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1645 return 0; 1590 return 0;
1646 } 1591 }
1647 } 1592 }
1593
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1596 return 0;
1651 } 1597
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1601 return 0;
1655 } 1602 }
1656 1603
1657 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1606 {
1607 arrow->destroy ();
1608 return 0;
1609 }
1663 1610
1664 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1616 return 0;
1670 return 0;
1671 } 1617 }
1672 set_owner(arrow, op); 1618
1673 if (arrow->skill) free_string(arrow->skill); 1619 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1620 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1621 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1622
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1689 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1691 1629
1692 /* Note that this was different for monsters - they got their level 1630#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1694 */
1695 1632 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1700 /* update the speed */ 1647 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1649 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1650
1706 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1710 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1711 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1722 arrow->level = op->level; 1668 arrow->level = op->level;
1723 } 1669 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1725 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1675 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1676
1729 arrow->map = m; 1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1683
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1686
1737 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1688 move_arrow (arrow);
1739 1689
1740 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1743 else 1694 else
1744 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1745 } 1696 }
1697
1746 return 1; 1698 return 1;
1747} 1699}
1748 1700
1749/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1702 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1706 * hence the function name.
1755 */ 1707 */
1708int
1756int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1757{ 1710{
1758 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1759 1712
1760 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1714 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1716 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1720 wcmod = -1;
1721
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1723 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1735 }
1778 } else { 1736 else
1737 {
1779 /* Simple case */ 1738 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1740 }
1741
1782 return ret; 1742 return ret;
1783} 1743}
1784
1785 1744
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1788 */ 1747 */
1748void
1789void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1790{ 1750{
1791 object *item; 1751 object *item = op->contr->ranged_ob;
1792 1752
1793 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1756 return;
1796 } 1757 }
1797 1758
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1759 if (!item->inv)
1760 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1762 return;
1802 } 1763 }
1803 if (item->type == WAND) { 1764
1804 if(item->stats.food<=0) { 1765 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1766 return;
1808 } 1767
1768 if (item->type == WAND)
1769 {
1770 if (item->stats.food <= 0)
1771 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1775 return;
1776 }
1777 }
1809 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1812 if (item->type== ROD) 1784 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1786 else
1815 else 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1788
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1789 return;
1819 } 1790 }
1820 } 1791 }
1821 1792
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1825 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1826 object *tmp; 1799 {
1827 if (item->arch) { 1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1830 item->speed = 0; 1806 item->set_speed (0);
1831 update_ob_speed(item); 1807 }
1832 } 1808
1833 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1811 }
1836 } 1812 }
1837 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1814 drain_rod_charge (item);
1839 }
1840 } 1815 }
1841} 1816}
1842 1817
1843/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1844 */ 1819 */
1820bool
1845void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1846 int spellcost=0; 1823 int spellcost = 0;
1847 1824
1848 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1850 1828
1851 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1830
1855 case range_bow: 1831 if (pl->golem)
1856 player_fire_bow(op, dir); 1832 {
1857 return; 1833 control_golem (op->contr->golem, dir);
1858 1834 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1835 }
1874 else 1836
1875 control_golem(op->contr->ranges[range_golem], dir); 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1876 return; 1840 return false;
1877 1841
1878 case range_skill: 1842 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1843 return false;
1886 case range_builder: 1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1853 player_fire_bow (op, dir);
1854 break;
1855
1856 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1858 break;
1859
1860 case BUILDER:
1887 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1888 return; 1862 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1895 1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1871 }
1872
1873 return true;
1874}
1896 1875
1897/* find_key 1876/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1881 * pl is the player,
1903 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1906 */ 1885 */
1907 1886object *
1908object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1909{ 1888{
1910 object *tmp,*key; 1889 object *tmp, *key;
1911 1890
1912 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1914 1894
1915 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1918 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1920 */ 1902 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1904 break;
1923 } 1905 }
1906
1924 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1910 * a key, return
1928 */ 1911 */
1929 if (!tmp) { 1912 if (!tmp)
1913 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1931 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1918 {
1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1921 }
1922 }
1923
1924 if (!tmp)
1925 return NULL;
1934 } 1926 }
1935 } 1927
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1929 * see if we actually want to use it
1940 */ 1930 */
1941 if (pl!=container) { 1931 if (pl != container)
1932 {
1942 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1944 /* cases where this fails: 1936 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1938 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1948 * containers can be used. 1940 * containers can be used.
1949 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1953 * 1945 *
1954 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1955 * all the others. 1947 * all the others.
1956 */ 1948 */
1957 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1952 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1955 return NULL;
1966 } 1956 }
1967 } 1957 }
1958
1968 return tmp; 1959 return tmp;
1969} 1960}
1970 1961
1971/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1974 * 0 otherwise 1965 * 0 otherwise
1975 */ 1966 */
1967static int
1976static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1977{ 1969{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1982 */ 1973 */
1983 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1984 1975
1985 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1986 if (key) { 1977 if (key)
1978 {
1987 object *container=key->env; 1979 object *container = key->env;
1988 1980
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1982
1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op);
1988
1992 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1997 "You open the door with the %s", query_short_name(key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1995 }
1996
2000 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2003 if (container != op) 2000 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2005 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
2006 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
2007 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2009 return 1;
2010 } 2010 }
2011
2011 return 0; 2012 return 0;
2012} 2013}
2013 2014
2014/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2019 */ 2020 */
2020 2021bool
2021void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2022{ 2023{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 2024 int on_battleground;
2026 mapstruct *m;
2027 2025
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2032 2028
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2034 2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039
2035 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2047 * move_ob uses.
2043 */ 2048 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2049 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2050
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2054 * on the space
2061 */ 2055 */
2062 while (tmp!=NULL) { 2056 object *mon;
2063 if (tmp == op) { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2058 {
2065 continue; 2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2066 } 2064 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2067 return false; /* into a wall */
2078 2068
2079 if(mon->head != NULL)
2080 mon = mon->head; 2069 mon = mon->head_ ();
2081 2070
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2076 return true;
2077 }
2084 2078
2085 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2084 * and thus will not push them.
2091 */ 2085 */
2092 2086
2093 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2096 */ 2090 */
2097 if ((op->type==PLAYER) 2091 if (op->type == PLAYER
2098#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2094 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2096 {
2110 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2098 if (op->contr->braced)
2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2106 push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2118 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2120 * attack them either.
2122 */ 2121 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2124 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2132 )) { 2133 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2135 push_ob (mon, dir, op);
2136 } else { 2136 }
2137 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142
2143 return true;
2144 }
2138 } 2145 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2148 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2152 {
2153 --op->speed_left;
2154
2146 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2148 } 2157 make_visible (op);
2149 2158
2159 return true;
2160 }
2161 }
2150 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2167 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2170 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 {
2173 --op->contr->weapon_sp_left;
2160 2174
2161 /* If the player hasn't hit something this tick, and does 2175 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2176
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2177 if (action_makes_visible (op))
2178 make_visible (op);
2179
2180 return true;
2181 }
2170 } 2182 }
2171 2183
2172 skill_attack(mon, op, 0, NULL, NULL); 2184 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2185}
2190 2186
2187bool
2191int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2192 int pick; 2190 int pick;
2193 object *transport = op->contr->transport;
2194 2191
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9))
2197 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205
2206 op->facing = dir;
2207
2208 if (op->hide)
2209 do_hidden_move (op);
2210
2211 bool retval;
2212
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on)
2216 retval = fire (op, dir);
2217 else
2218 {
2219 retval = move_player_attack (op, dir);
2220 pick = check_pick (op);
2221 }
2222
2223 /* Add special check for newcs players and fire on - this way, the
2224 * server can handle repeat firing.
2225 */
2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 op->direction = dir;
2228 else
2229 op->direction = 0;
2230
2231 /* Update how the player looks. Use the facing, so direction may
2232 * get reset to zero. This allows for full animation capabilities
2233 * for players.
2234 */
2235 animate_object (op, op->facing);
2236
2237 return retval;
2257} 2238}
2258 2239
2259/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2241 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2243 * the new speed values for commands.
2263 * 2244 *
2264 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2265 */ 2248 */
2249bool
2266int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2267{ 2251{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2257 flee_player (op);
2292 2258
2293 /* I've been seeing crashes where the golem has been destroyed, but 2259 return true;
2294 * the player object still points to the defunct golem. The code that 2260 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2261 else
2296 * put this in a a workaround to clean up the golem pointer. 2262 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2263 }
2304 2264
2305 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2267 * called, so we recheck it here.
2308 */ 2268 */
2309 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2270 return true;
2311 2271
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2274
2322 else return 0; 2275 return false;
2323 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2282 return 0;
2325}
2326 2283
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2289
2338 query_name(tmp));
2339 if (op->contr) 2290 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2292
2342 free_object(tmp); 2293 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2344 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2346 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2347 op->stats.food = 999; 2300 op->stats.food = 999;
2348 fix_player(op); 2301
2302 op->update_stats ();
2349 return 1; 2303 return 1;
2350 } 2304 }
2305
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2309 return 0;
2355} 2310}
2356 2311
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2312/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2313 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2314 * function will descend into containers. op is the object to start the search
2360 * from. 2315 * from.
2361 */ 2316 */
2317void
2362void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2363{ 2319{
2364 object *next;
2365
2366 while (op) { 2320 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2321 {
2368 * we remove object 'op' 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2323
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2325 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336}
2383 2337
2384/* 2338/*
2385 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2390 */ 2344 */
2345char *
2391char *gravestone_text (object *op) 2346gravestone_text (object *op)
2392{ 2347{
2393 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2350 time_t now = time (NULL);
2396 2351
2397 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2355 else
2401 sprintf (buf, "%s\n", op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2359 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2362 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2366 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2371 strcat (buf2, buf);
2414 } 2372 }
2373
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2418 return buf2; 2378 return buf2;
2419} 2379}
2420 2380
2421 2381void
2422
2423void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2424 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2427 int i; 2387 int i;
2428 int rate_hp = 1200; 2388 int rate_hp = 1200;
2429 int rate_sp = 2500; 2389 int rate_sp = 2500;
2430 int rate_grace = 2000; 2390 int rate_grace = 2000;
2431 const int max_hp = 1; 2391 const int max_hp = 1;
2432 const int max_sp = 1; 2392 const int max_sp = 1;
2433 const int max_grace = 1; 2393 const int max_grace = 1;
2434 2394
2435 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2437 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2440 } 2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2441 2413
2442 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2443 2415 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2418 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2420 else
2421 {
2422 gen_hp = op->stats.maxhp;
2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2424 }
2425
2426 if (op->contr->gen_sp >= 0)
2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else
2429 {
2430 gen_sp = op->stats.maxsp;
2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2432 }
2433
2434 if (op->contr->gen_grace >= 0)
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else
2437 {
2438 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483
2484 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494 if (over_grace > 0)
2495 {
2496 op->stats.sp += over_grace
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498 op->last_grace = 0;
2499 }
2500 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 /* wearing stuff doesn't detract from grace generation. */
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2517 op->stats.hp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2546 }
2547
2548 /* Digestion */
2549 if (--op->last_eat < 0)
2550 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2552
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2555 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2562 /* dms do not consume food */ 2558 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2560 op->stats.food--;
2565 } 2561 }
2566 2562
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2564 {
2565 object *tmp, *flesh = 0;
2569 2566
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2576 break;
2577 } 2577 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2579 flesh = tmp;
2580 } /* end of for loop */ 2580 } /* End if paid for object */
2581 } /* end of for loop */
2582
2581 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2584 * eat flesh instead.
2583 */ 2585 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2587 } 2590 }
2588 } /* end if player is starving */ 2591 }
2589 2592
2590 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2592 2595
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2597 kill_player (op);
2598 }
2595} 2599}
2596
2597
2598 2600
2599/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2604 * file.
2603 */ 2605 */
2606void
2604void kill_player(object *op) 2607kill_player (object *op)
2605{ 2608{
2606 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2607 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2609 int z; 2615 /* int z;
2610 int num_stats_lose; 2616 int num_stats_lose;
2611 int lost_a_stat; 2617 int lost_a_stat;
2612 int lose_this_stat; 2618 int lose_this_stat;
2613 int this_stat; 2619 int this_stat; */
2614 int will_kill_again; 2620 int will_kill_again;
2615 archetype *at; 2621 archetype *at;
2616 object *tmp; 2622 object *tmp;
2617 2623
2618 if(save_life(op)) 2624 if (save_life (op))
2619 return; 2625 return;
2620 2626
2621 2627
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2629 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2631 */
2626 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2628 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2636
2631
2632 /* restore player */ 2637 /* restore player */
2633 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2640 {
2636 remove_ob(tmp); 2641 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2643 }
2640 2644
2641 at = find_archetype("confusion"); 2645 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2647 {
2644 remove_ob(tmp); 2648 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2650 }
2648 2651
2649 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2652 2655 op->stats.food = 999;
2656
2653 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2659 {
2657 sprintf(buf,"%s's finger",op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2661 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2665 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2666 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2667 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2668 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2669 }
2670
2670 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2673 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2674 return;
2675 }
2679 2676
2677 INVOKE_PLAYER (DEATH, op->contr);
2678
2680 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2681 2680
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2682 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2693 } 2685 }
2694 else { 2686 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2687 sprintf (buf, "%s died.", &op->name);
2702 } 2688
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2690
2705 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2707 2695
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
2713 */ 2699 */
2714 2700
2715 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2703 * of death.
2718 */ 2704 */
2719#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2721 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2710 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2713 little bit harder. */
2727 /* GD */ 2714 /* GD */
2728 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2716 num_stats_lose = 1;
2730 else 2717 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2719 }
2720 else
2733 num_stats_lose = 1; 2721 num_stats_lose = 1;
2734 } 2722
2735 lost_a_stat = 0; 2723 lost_a_stat = 0;
2736 2724
2737 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2738 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2739 2728
2740 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2741 /* Pick a random stat and take a point off it. Tell the player 2731 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2732 * what he lost.
2743 */ 2733 */
2744 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2739 lost_a_stat = 1;
2750 } else { 2740 }
2741 else
2742 {
2751 /* deplete a stat */ 2743 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2754 2749 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2752 }
2788 if (lose_this_stat) { 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
2755 {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2759 if (this_stat < 0)
2760 {
2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763
2764 /* Yes, I am paranoid. Sue me. */
2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2771 lose_this_stat = 0;
2772 /* Take loss chance vs keep chance to see if we
2773 retain the stat. */
2774 }
2775 else
2776 {
2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
2782 }
2783 }
2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2789 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2790 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2791 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2792 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2793 * difference.
2795 */ 2794 */
2796 if (this_stat>=-50) { 2795 if (this_stat >= -50)
2796 {
2797 change_attr_value(&(dep->stats), i, -1); 2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2800 op->update_stats ();
2801 lost_a_stat = 1; 2801 lost_a_stat = 1;
2802 } 2802 }
2803 } 2803 }
2804 }
2804 } 2805 }
2805 }
2806 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2807 if (!lost_a_stat)
2808 { 2808 {
2809 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2810 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2811 const char *god = determine_god (op);
2812
2812 if (god && (strcmp(god, "none"))) 2813 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2815 else
2815 " you.", god); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2817 }
2818#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2820#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2821
2824 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2823 * exp loss on the stone.
2826 */ 2824 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2827 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2829 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2830 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2831 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2834
2841 /**************************************/ 2835 /**************************************/
2842 /* */ 2836 /* */
2843 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2846 /* */ 2840 /* */
2847 /**************************************/ 2841 /**************************************/
2848 2842
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2844 /* restore player */
2851 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2847
2853 if (tmp) { 2848 if (tmp)
2854 remove_ob(tmp); 2849 {
2855 free_object(tmp); 2850 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2852 }
2858 2853
2859 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2856 if (tmp)
2862 remove_ob(tmp); 2857 {
2863 free_object(tmp); 2858 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2860 }
2861
2866 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2867 2863
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2871
2875 /* 2872 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2878 * in the map. 2875 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2877
2889 /****************************************/ 2878 /****************************************/
2890 /* */ 2879 /* */
2891 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2893 /* */ 2882 /* */
2894 /****************************************/ 2883 /****************************************/
2895 2884
2896 enter_player_savebed(op); 2885 enter_player_savebed (op);
2897 2886
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2887 op->contr->braced = 0;
2902 save_player(op,1);
2903 2888
2904 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2892 * on the space that might harm the player.
2908 */ 2893 */
2909 will_kill_again=0; 2894 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2913 } 2898
2914 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2915 object *force; 2901 object *force;
2916 int at; 2902 int at;
2917 2903
2918 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2906 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2911 force->resist[at] = 100;
2926 } 2912
2927 insert_ob_in_ob(force, op); 2913 insert_ob_in_ob (force, op);
2928 fix_player(op); 2914 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2915
2916 }
2917
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2919}
3004 2920
3005 2921void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2922loot_object (object *op)
2923{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2924 object *tmp, *tmp2, *next;
3008 2925
3009 if (op->container) { /* close open sack first */ 2926 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2927
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
3014 next=tmp->below; 2930 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2931
3016 remove_ob(tmp); 2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2936 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2937
3019 loot_object(tmp); 2938 if (tmp->type == CONTAINER)
3020 } 2939 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2940
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 {
3023 if(tmp->nrof>1) { 2943 if (tmp->nrof > 1)
2944 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2946 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 }
2949 else
2950 tmp->destroy ();
2951 }
3027 } else 2952 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2954 }
3032} 2955}
3033 2956
3034/* 2957/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2960 * was changed.
3038 */ 2961 */
3039 2962void
3040void fix_weight(void) { 2963fix_weight (void)
3041 player *pl; 2964{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
3044 if(old == sum) 2969 if (old == sum)
3045 continue; 2970 continue;
3046 fix_player(pl->ob); 2971 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2973 }
3050} 2974}
3051 2975
2976void
3052void fix_luck(void) { 2977fix_luck (void)
3053 player *pl; 2978{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3057} 2982}
3058
3059 2983
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3063 */ 2987 */
3064
3065void 2988void
3066cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3067{ 2990{
3068 object *skop, *spob; 2991 object *skop, *spob;
3069 2992
3070 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3071 2994
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2997 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2998 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 2999 return;
3078 } 3000 }
3079 3001
3080 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3081 3003
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3004 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 3005 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3007 if (!spob)
3086 { 3008 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3009 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 3010 return;
3090 } 3011 }
3091 3012
3092 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3015
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3017
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3019}
3101 3020
3021void
3102void make_visible (object *op) { 3022make_visible (object *op)
3023{
3103 op->hide = 0; 3024 op->hide = 0;
3104 op->invisible = 0; 3025 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 3026 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3027 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3028 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3029 op->contr->invis_race = 0;
3030 }
3031
3032 update_object (op, UP_OBJ_CHANGE);
3033}
3034
3035int
3036is_true_undead (object *op)
3037{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3040
3121 return 0; 3041 return 0;
3122} 3042}
3123 3043
3124/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3046 * indicate greater hideability.
3127 */ 3047 */
3128 3048
3049int
3129int hideability(object *ob) { 3050hideability (object *ob)
3051{
3130 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3131 sint16 x,y; 3053 sint16 x, y;
3132 3054
3133 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3134 3057
3135 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3137 3060
3138 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3062 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3142 3066
3143 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3076 level += 2;
3149 else /* open terrain! */ 3077 else /* open terrain! */
3150 level -= 1; 3078 level -= 1;
3151 } 3079 }
3152 3080
3153#if 0 3081#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3083#endif
3156 return level; 3084 return level;
3157} 3085}
3158 3086
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3091 */
3164 3092void
3165void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3096 object *skop;
3168 3097
3169 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3170 3100
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3102
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3108 make_visible (op);
3178 return; 3109 return;
3179 } else num += 20;
3180 } 3110 }
3111 else
3112 num += 20;
3113
3181 num += op->map->difficulty; 3114 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3116 num -= hide;
3117
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3185 make_visible(op); 3120 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3121 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3123 }
3189 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 3126}
3193 3127
3194/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3195 3129
3130int
3196int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3197 object *tmp=NULL; 3133 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3135 maptile *m;
3200 sint16 x,y; 3136 sint16 x, y;
3201 3137
3202 if(!who) return 0; 3138 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3139 return 0;
3140
3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3146
3147 /* search adjacent squares */
3148 for (i = 1; i < 9; i++)
3149 {
3150 x = who->x + freearr_x[i];
3151 y = who->y + freearr_y[i];
3152 m = who->map;
3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3154 /* space must be blocked if there is a monster. If not
3155 * blocked, don't need to check this space.
3156 */
3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue;
3161
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165 return 1;
3166 else if (tmp->type == PLAYER)
3167 {
3168 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1;
3171 }
3172 }
3173 }
3174 return 0;
3232} 3175}
3233 3176
3234/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3179 * but we dont worry if the object isnt the top one in
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 3186 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3187 * -b.t.
3245 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3246 */ 3189 */
3247 3190
3191int
3248int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3249 rv_vector rv; 3194 rv_vector rv;
3250 int dx,dy; 3195 int dx, dy;
3251 3196
3252 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3200 return -1;
3279 op = op->more;
3280 } 3201 }
3202
3203 if (!pl || !op)
3281 return 0; 3204 return 0;
3205
3206 op = op->head_ ();
3207
3208 get_rangevector (pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while (op)
3217 {
3218 dx = rv.distance_x + op->arch->clone.x;
3219 dy = rv.distance_y + op->arch->clone.y;
3220
3221 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1;
3229 op = op->more;
3230 }
3231 return 0;
3282} 3232}
3283 3233
3284/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3238 * return 0.
3289 */ 3239 */
3240int
3290int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3291 3243
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3247 return 0;
3295 3248
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3297 3251
3298 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3256 return 1;
3302 } 3257 }
3303 } 3258 }
3304 return 0; 3259 return 0;
3305} 3260}
3306 3261
3307/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3269 */
3270int
3315int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3316 object *tmp; 3273 object *tmp;
3317 3274
3318 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3331 object *invtmp; 3291 object *invtmp;
3292
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3299 return 1;
3300 }
3301 }
3302 }
3335 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3305 return 1;
3338 } 3306 }
3339 } 3307 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3308 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3348 return 0; 3310 return 0;
3349} 3311}
3350 3312
3351/* 3313/*
3355 * attributes: 3317 * attributes:
3356 * object *who the dragon player 3318 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3358 * int level ability level 3320 * int level ability level
3359 */ 3321 */
3322void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3330 int i = 0, j = 0;
3367 3331
3368 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3377 3341
3378 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3379 return; 3343 return;
3380 3344
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3346
3383 3347 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3348 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3350 return;
3387 } 3351 }
3388 3352
3389 /* everything seems okay - now bring on the gift: */ 3353 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3354 item = &(tr->item->clone);
3391 3355
3392 if (item->type == SPELL) { 3356 if (item->type == SPELL)
3357 {
3393 if (check_spell_known (who, item->name)) 3358 if (check_spell_known (who, item->name))
3394 return; 3359 return;
3395 3360
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3361 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3362 do_learn_spell (who, item, 0);
3398 return; 3363 return;
3399 } 3364 }
3400 3365
3401 /* grant direct spell */ 3366 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3367 if (item->type == SPELLBOOK)
3368 {
3403 if (!item->inv) { 3369 if (!item->inv)
3370 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3372 return;
3407 } 3373 }
3408 if (check_spell_known (who, item->inv->name)) 3374 if (check_spell_known (who, item->inv->name))
3409 return; 3375 return;
3410 if (item->invisible) { 3376 if (item->invisible)
3377 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3378 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3413 return; 3380 return;
3414 } 3381 }
3415 } 3382 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3385 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386 {
3418 3387
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3389 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3390 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3423 */ 3392 */
3424 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3425 /* Give new attacktype */ 3395 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3427 3397
3428 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3430 3400
3431 if (item->msg != NULL) 3401 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3403
3434 /* Give player new face */ 3404 /* Give player new face */
3435 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3436 who->face = skop->face; 3407 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3410 who->last_anim = 0;
3440 who->state = 0; 3411 who->state = 0;
3441 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3442 } 3413 }
3414 }
3415 }
3443 } 3416 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3447 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3420 object *skin;
3421
3449 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 if (skin == NULL) return; 3425 ;
3453 3426
3427 if (!skin)
3428 return;
3429
3454 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3434
3458 /* print message */ 3435 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3438 {
3462 if (j) 3439 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3440 {
3464 else 3441 if (j)
3465 j = 1; 3442 strcat (buf, " and ");
3443 else
3444 j = 1;
3466 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3467 } 3446 }
3468 } 3447 }
3469 strcat(buf,"."); 3448 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3450 }
3472 3451
3473 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3459
3481 /* print message if there is one */ 3460 /* print message if there is one */
3482 if (item->msg != NULL) 3461 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3484 } 3465 {
3485 else {
3486 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3492 } 3472 }
3493} 3473}
3494 3474
3495/** 3475/**
3496 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3477 * not readied.
3498 */ 3478 */
3479void
3499void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3501 3484
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3503 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3504 pl->ranges[i] = NULL; 3487
3505 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3506 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3507 }
3508 }
3509 }
3510} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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