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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 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 1.5 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
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 (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 307
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{
235 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 328 * we deal with that below this point.
237 */ 329 */
238 p->party=NULL; 330 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 333
244#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 335
246#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)
247 356 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 357 ob->destroy_inv (false);
358 ob->destroy ();
249 359 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 360}
301 361
302 362player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 363{
306 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
307 op->x = -1; 365 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 366}
311 367
312/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
313 * 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
314 * mode. 370 * mode.
315 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
316 376
317int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 378
320 p=get_player(NULL); 379 pl->ob->roll_stats ();
321 p->socket = *ns; 380 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 382
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 383 set_first_map (pl->ob);
332 384
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 385 return pl;
340} 386}
341 387
342/* 388/*
343 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
346 */ 392 */
393archetype *
347archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
348{ 395{
349 archetype *start = at; 396 archetype *start = at;
397
350 for (;;) { 398 for (;;)
399 {
351 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
352 at=first_archetype; 401 at = first_archetype;
353 else 402 else
354 at=at->next; 403 at = at->next;
404
355 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
356 return at; 406 return at;
407
357 if (at == start) { 408 if (at == start)
409 {
358 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 411 exit (-1);
360 } 412 }
361 } 413 }
362} 414}
363 415
364 416object *
365object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
366 object *op = NULL; 419 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 420 objectlink *ol;
369 unsigned lastdist; 421 unsigned lastdist;
370 rv_vector rv; 422 rv_vector rv;
371 423
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
377 */ 430 */
378 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 {
379 object *tmp=ol->ob; 433 object *tmp = ol->ob;
380 434
381 /* 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
382 * itself will have been cleared. 436 * itself will have been cleared.
383 */ 437 */
384 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 ());
385 ol = ol->next; 440 ol = ol->next;
386 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
387 if (!ol) return op; 442 if (!ol)
388 } 443 return op;
444 }
389 445
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 448 * complicated method of state checking would be needed in any case -
393 * 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
394 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
396 */ 452 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 454 continue;
399 455
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
409 op=pl->ob; 457 {
458 op = ol->ob;
410 lastdist=rv.distance; 459 lastdist = rv.distance;
460 }
411 } 461 }
412 } 462
413 } 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
414#if 0 471#if 0
415 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)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
419 476
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
459 * monster can in fact move one space in that direction. 515 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 518 * is blocking itself.
463 */ 519 */
520int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
465 rv_vector rv; 523 rv_vector rv;
466 sint16 x,y; 524 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
469 527
470 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
471 529
472 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 531 return 0;
725}
726 532
727void 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));
728 539
729 op->contr->write_buf[0]='\0'; 540 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 541 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 542 return 0;
732}
733 543
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
734void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
735 if (party == NULL) { 753 if (party == NULL)
754 {
736 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);
737 return; 756 return;
738 } 757 }
758
739 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
742 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:");
743} 763}
744
745 764
746/* 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
747int roll_stat(void) { 767roll_stat (void)
768{
748 int a[4],i,j,k; 769 int a[4], i, j, k;
749 770
750 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
752 773
753 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 775 if (a[i] < k)
755 k=a[i],j=i; 776 k = a[i], j = i;
756 777
757 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 779 if (i != j)
759 k+=a[i]; 780 k += a[i];
760 } 781
761 return k; 782 return k;
762} 783}
763 784
764void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
765 int sum=0; 792 int sum = 0;
766 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
768 795
769 do { 796 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 797 break;
771 op->stats.Dex=roll_stat(); 798 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 799
782 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 802
791 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 805
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 806 stats.exp = 0;
822 op->stats.ac=0; 807 stats.ac = 0;
823 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
824 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
827 818
828 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
829 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
831 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
832 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
833} 851}
834 852
835void Roll_Again(object *op) 853static void
854start_info (object *op)
836{ 855{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
845 857
846 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 862}
954 863
955/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
959 * not the class. 868 * not the class.
960 */ 869 */
961 870void
962int key_change_class(object *op, char key) 871player::chargen_race_done ()
963{ 872{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
978 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
980 882
981 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
982 884
983 if (op->msg) { 885 if (ob->msg)
984 free_string(op->msg); 886 ob->msg = 0;
985 op->msg=NULL;
986 }
987 887
988 /* 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
989 * to save here. 889 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 890 */
1030 891 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1101 next = mp->next; 895 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 896
1103 delete_map(mp); 897 start_info (ob);
1104 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1105 899 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 908 {
1108 play_again(op); 909 object *tmp;
1109 return 1; 910 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 963flee_player (object *op)
964{
1113 int dir,diff; 965 int dir, diff;
1114 rv_vector rv; 966 rv_vector rv;
1115 967
1116 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 972 return;
1120 } 973 }
1121 974
1122 if(op->enemy==NULL) { 975 if (op->enemy == NULL)
976 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 977 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 979 return;
1126 } 980 }
1127 981
1128 /* Seen some crashes here. Since we don't store an 982 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 983 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 984 * actual enemy, and the object is recycled.
1131 */ 985 */
1132 if (op->enemy->map == NULL) { 986 if (op->enemy->map == NULL)
987 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 989 op->enemy = NULL;
1135 return; 990 return;
1136 } 991 }
1137 992
1138 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 {
1139 op->enemy=NULL; 995 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 997 return;
1142 } 998 }
999
1143 get_rangevector(op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1144 1001
1145 dir=absdir(4+rv.direction); 1002 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1003 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1013 op->enemy = NULL;
1156} 1014}
1157
1158 1015
1159/* 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.
1160 * 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
1161 * stop. 1018 * stop.
1162 */ 1019 */
1020int
1163int check_pick(object *op) { 1021check_pick (object *op)
1022{
1164 object *tmp, *next; 1023 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1024 int stop = 0;
1167 int j, k, wvratio; 1025 int wvratio;
1168 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1169
1170 1027
1171 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1173 return 1; 1030 return 1;
1174 1031
1175 op_tag = op->count;
1176
1177 next = op->below; 1032 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1033
1181 /* 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
1182 * destroyed */ 1035 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1184 { 1037 {
1185 tmp = next; 1038 tmp = next;
1186 next = tmp->below; 1039 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1040
1190 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1191 return 0; 1042 return 0;
1192 1043
1193 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1194 continue; 1045 continue;
1195 1046
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1048 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1050 pick_up (op, tmp);
1200 continue; 1051 continue;
1201 } 1052 }
1202 1053
1203 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1205 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1058 {
1207 case 1: pick_up (op, tmp); 1059 case 0:
1208 return 1; 1060 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1061 case 1:
1210 return 0; 1062 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1063 return 1;
1212 case 4: pick_up (op, tmp); 1064 case 2:
1213 break; 1065 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1066 return 0;
1215 stop = 1; 1067 case 3:
1216 break; 1068 return 0; /* stop before pickup */
1217 case 6: 1069 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1070 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1071 break;
1220 pick_up(op, tmp); 1072 case 5:
1221 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;
1222 1080
1223 case 7: 1081 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1083 pick_up (op, tmp);
1226 break; 1084 break;
1227 1085
1228 default: 1086 default:
1229 /* use value density */ 1087 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1090 pick_up (op, tmp);
1233 >= op->contr->mode) 1091 }
1234 pick_up(op,tmp); 1092 }
1235 } 1093 else
1236 } 1094 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1240 { 1097 {
1241 /* some debugging code to figure out item information */ 1098 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1099 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1102 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1105
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1251 1108
1252 sprintf(putstring,"...flags: "); 1109 /* philosophy:
1253 for(k=0;k<4;k++) 1110 * It's easy to grab an item type from a pile, as long as it's
1254 { 1111 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1112 * and selections, select-items should be used. This is a
1256 { 1113 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1114 * example.
1258 { 1115 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1116 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1117 * convert to decimal and then 'pickup <#>
1261 } 1118 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1345#if 0
1267 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1269 { 1348 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1350 }
1272 { 1351 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1355#endif
1356 continue;
1357 }
1358 }
1359 } /* the new pickup model */
1279 } 1360 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1361
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1362 return !stop;
1443} 1363}
1444 1364
1445/* 1365/*
1446 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1368 * found object is returned.
1449 */ 1369 */
1370object *
1450object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1451{ 1372{
1452 object *tmp = NULL; 1373 object *tmp = 0;
1453 1374
1454 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1459 return op; 1379 return op;
1380
1460 return tmp; 1381 return tmp;
1461} 1382}
1462 1383
1463/* 1384/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1389 */
1469 1390object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1392{
1472 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1474 1395
1475 if (!type) 1396 if (!type)
1476 return NULL; 1397 return NULL;
1477 1398
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1402 {
1403 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1405 if (i > betterby)
1484 tmp = ntmp; 1406 {
1485 betterby = i; 1407 tmp = ntmp;
1486 } 1408 betterby = i;
1409 }
1410 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1488 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1415 {
1491 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1417 {
1493 return arrow; 1418 *better = 100;
1494 } else { 1419 return arrow;
1495 tmp = arrow; 1420 }
1421 else
1422 {
1423 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1425 }
1498 } else { 1426 }
1427 else
1428 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1500 attacktype = 1<<attacknum; 1431 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1434 {
1435 tmp = arrow;
1504 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;
1505 } 1437 }
1506 } 1438 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1440 {
1441 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1443 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1445 {
1446 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1448 }
1449 }
1450 }
1515 } 1451 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1453 return find_arrow (op, type);
1520 1454
1521 *better = betterby; 1455 *better = betterby;
1522 return tmp; 1456 return tmp;
1523} 1457}
1524 1458
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1461 * op = the shooter
1528 * type = bow->race 1462 * type = bow->race
1529 * dir = fire direction 1463 * dir = fire direction
1530 */ 1464 */
1531 1465object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1533{ 1467{
1534 object *tmp = NULL; 1468 object *tmp = NULL;
1535 mapstruct *m; 1469 maptile *m;
1536 int i, mflags, found, number; 1470 int i, mflags, found, number;
1537 sint16 x, y; 1471 sint16 x, y;
1538 1472
1539 if (op->map == NULL) 1473 if (op->map == NULL)
1540 return find_arrow(op, type); 1474 return find_arrow (op, type);
1541 1475
1542 /* do a dex check */ 1476 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1479 return find_arrow (op, type);
1546 1480
1547 m = op->map; 1481 m = op->map;
1548 x = op->x; 1482 x = op->x;
1549 y = op->y; 1483 y = op->y;
1550 1484
1551 /* find the first target */ 1485 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1553 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1557 tmp = NULL; 1493 tmp = NULL;
1558 break; 1494 break;
1495 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1499 * perhaps a bad assumption.
1562 */ 1500 */
1563 tmp = NULL; 1501 tmp = NULL;
1564 break; 1502 break;
1565 } 1503 }
1566 if (mflags & P_IS_ALIVE) { 1504 if (mflags & P_IS_ALIVE)
1505 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1508 {
1570 break; 1509 found++;
1571 } 1510 break;
1511 }
1572 if (found) 1512 if (found)
1573 break; 1513 break;
1574 } 1514 }
1575 } 1515 }
1576 if (tmp == NULL) 1516 if (tmp == NULL)
1577 return find_arrow(op, type); 1517 return find_arrow (op, type);
1578 1518
1579 if (tmp->head) 1519 if (tmp->head)
1580 tmp = tmp->head; 1520 tmp = tmp->head;
1581 1521
1582 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1583} 1523}
1584 1524
1585/* 1525/*
1586 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1530 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1533 * player fire modes.
1594 */ 1534 */
1535int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1537{
1598 object *left, *bow; 1538 object *left, *bow;
1599 tag_t left_tag, tag; 1539 int mflags;
1600 int bowspeed, mflags; 1540 maptile *m;
1601 mapstruct *m;
1602 1541
1603 if (!dir) { 1542 if (!dir)
1543 {
1604 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!");
1605 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1606 } 1551 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1555 */
1614 if(bow->type==BOW) 1556 if (bow->type == BOW)
1615 break; 1557 break;
1616 1558
1617 if (!bow) { 1559 if (!bow)
1560 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1562 return 0;
1620 } 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
1621 } 1572 }
1573
1622 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1623 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);
1624 return 0; 1577 return 0;
1625 } 1578 }
1626 1579
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1637 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1587 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1643 return 0; 1590 return 0;
1644 } 1591 }
1645 } 1592 }
1593
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1596 return 0;
1649 } 1597
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1651 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.");
1652 return 0; 1601 return 0;
1653 } 1602 }
1654 1603
1655 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1606 {
1607 arrow->destroy ();
1608 return 0;
1609 }
1661 1610
1662 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1666 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);
1667 bow->race); 1616 return 0;
1668 return 0;
1669 } 1617 }
1670 set_owner(arrow, op); 1618
1671 if (arrow->skill) free_string(arrow->skill); 1619 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1620 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1621 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1622
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1687 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1689 1629
1690 /* Note that this was different for monsters - they got their level 1630#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1692 */
1693 1632 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1647 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) + 1649 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1650
1704 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1708 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1709 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1720 arrow->level = op->level; 1668 arrow->level = op->level;
1721 } 1669 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1723 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1675 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1676
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1683
1731 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);
1732 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1686
1735 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1688 move_arrow (arrow);
1737 1689
1738 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1741 else 1694 else
1742 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1743 } 1696 }
1697
1744 return 1; 1698 return 1;
1745} 1699}
1746 1700
1747/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1702 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1706 * hence the function name.
1753 */ 1707 */
1708int
1754int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1755{ 1710{
1756 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1757 1712
1758 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1714 {
1760 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);
1761 dir, 0, op->x, op->y); 1716 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1720 wcmod = -1;
1721
1765 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);
1766 op->x, op->y); 1723 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1772 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);
1773 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);
1774 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);
1775 1735 }
1776 } else { 1736 else
1737 {
1777 /* Simple case */ 1738 /* Simple case */
1778 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);
1779 } 1740 }
1741
1780 return ret; 1742 return ret;
1781} 1743}
1782
1783 1744
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1786 */ 1747 */
1748void
1787void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1788{ 1750{
1789 object *item; 1751 object *item = op->contr->ranged_ob;
1790 1752
1791 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1792 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.");
1793 return; 1756 return;
1794 } 1757 }
1795 1758
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1759 if (!item->inv)
1760 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1762 return;
1800 } 1763 }
1801 if (item->type == WAND) { 1764
1802 if(item->stats.food<=0) { 1765 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1766 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1810 if (item->type== ROD) 1784 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1786 else
1813 else 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1788
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1789 return;
1817 } 1790 }
1818 } 1791 }
1819 1792
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1821 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 */
1822 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1823 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1824 object *tmp; 1799 {
1825 if (item->arch) { 1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1828 item->speed = 0; 1806 item->set_speed (0);
1829 update_ob_speed(item); 1807 }
1830 } 1808
1831 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1811 }
1834 } 1812 }
1835 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1814 drain_rod_charge (item);
1837 }
1838 } 1815 }
1839} 1816}
1840 1817
1841/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1842 */ 1819 */
1820bool
1843void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1844 int spellcost=0; 1823 int spellcost = 0;
1845 1824
1846 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1848 1828
1849 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1830
1853 case range_bow: 1831 if (pl->golem)
1854 player_fire_bow(op, dir); 1832 {
1855 return; 1833 control_golem (op->contr->golem, dir);
1856 1834 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1835 }
1872 else 1836
1873 control_golem(op->contr->ranges[range_golem], dir); 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1874 return; 1840 return false;
1875 1841
1876 case range_skill: 1842 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1843 return false;
1884 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:
1885 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1886 return; 1862 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1893 1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1871 }
1872
1873 return true;
1874}
1894 1875
1895/* find_key 1876/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1881 * pl is the player,
1901 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1904 */ 1885 */
1905 1886object *
1906object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1907{ 1888{
1908 object *tmp,*key; 1889 object *tmp, *key;
1909 1890
1910 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1912 1894
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1916 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1918 */ 1902 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1904 break;
1921 } 1905 }
1906
1922 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1910 * a key, return
1926 */ 1911 */
1927 if (!tmp) { 1912 if (!tmp)
1913 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1929 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1926 }
1933 } 1927
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1929 * see if we actually want to use it
1938 */ 1930 */
1939 if (pl!=container) { 1931 if (pl != container)
1932 {
1940 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1942 /* cases where this fails: 1936 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1938 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1946 * containers can be used. 1940 * containers can be used.
1947 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1951 * 1945 *
1952 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1953 * all the others. 1947 * all the others.
1954 */ 1948 */
1955 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1952 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1955 return NULL;
1964 } 1956 }
1965 } 1957 }
1958
1966 return tmp; 1959 return tmp;
1967} 1960}
1968 1961
1969/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1972 * 0 otherwise 1965 * 0 otherwise
1973 */ 1966 */
1967static int
1974static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1975{ 1969{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1980 */ 1973 */
1981 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1982 1975
1983 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1984 if (key) { 1977 if (key)
1978 {
1985 object *container=key->env; 1979 object *container = key->env;
1986 1980
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1982
1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1989 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
1990 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1995 }
1996
1998 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2001 if (container != op) 2000 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2003 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
2004 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
2005 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2009 return 1;
2008 } 2010 }
2011
2009 return 0; 2012 return 0;
2010} 2013}
2011 2014
2012/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2017 */ 2020 */
2018 2021bool
2019void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2020{ 2023{
2021 object *tmp, *mon, *tpl;
2022 sint16 nx, ny;
2023 int on_battleground; 2024 int on_battleground;
2024 mapstruct *m;
2025 2025
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2030 2028
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2032 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
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2047 * move_ob uses.
2041 */ 2048 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 2050
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2054 * on the space
2059 */ 2055 */
2060 while (tmp!=NULL) { 2056 object *mon;
2061 if (tmp == op) { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 2058 {
2063 continue; 2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2064 } 2064 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2067 return false; /* into a wall */
2076 2068
2077 if(mon->head != NULL)
2078 mon = mon->head; 2069 mon = mon->head_ ();
2079 2070
2080 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)
2081 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 }
2082 2078
2083 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2084 * and thus will not push them.
2089 */ 2085 */
2090 2086
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2094 */ 2090 */
2095 if ((op->type==PLAYER) 2091 if (op->type == PLAYER
2096#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 2094 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2096 {
2108 /* 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 */
2109 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
2110 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);
2111 (void) push_ob(mon,dir,op); 2106 push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2120 * attack them either.
2120 */ 2121 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 2124 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2130 )) { 2133 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2135 push_ob (mon, dir, op);
2134 } else { 2136 }
2137 else
2135 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 }
2136 } 2145 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2148 */
2143 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
2144 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2146 } 2157 make_visible (op);
2147 2158
2159 return true;
2160 }
2161 }
2148 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2167 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2174
2159 /* If the player hasn't hit something this tick, and does 2175 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2176
2167 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 }
2168 } 2182 }
2169 2183
2170 skill_attack(mon, op, 0, NULL, NULL); 2184 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2185}
2188 2186
2187bool
2189int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2190 int pick; 2190 int pick;
2191 object *transport = op->contr->transport;
2192 2191
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
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 + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2238}
2256 2239
2257/* 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
2258 * new client/server stuff. 2241 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2243 * the new speed values for commands.
2261 * 2244 *
2262 * 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.
2263 */ 2248 */
2249bool
2264int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2265{ 2251{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2257 flee_player (op);
2290 2258
2291 /* I've been seeing crashes where the golem has been destroyed, but 2259 return true;
2292 * the player object still points to the defunct golem. The code that 2260 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2261 else
2294 * put this in a a workaround to clean up the golem pointer. 2262 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2263 }
2302 2264
2303 /* 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
2304 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2267 * called, so we recheck it here.
2306 */ 2268 */
2307 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2270 return true;
2309 2271
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2274
2320 else return 0; 2275 return false;
2321 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2282 return 0;
2323}
2324 2283
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2289
2336 query_name(tmp));
2337 if (op->contr) 2290 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2292
2340 free_object(tmp); 2293 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2342 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2344 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2345 op->stats.food = 999; 2300 op->stats.food = 999;
2346 fix_player(op); 2301
2302 op->update_stats ();
2347 return 1; 2303 return 1;
2348 } 2304 }
2305
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2309 return 0;
2353} 2310}
2354 2311
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2315 * from.
2359 */ 2316 */
2317void
2360void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2361{ 2319{
2362 object *next;
2363
2364 while (op) { 2320 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2321 {
2366 * we remove object 'op' 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2323
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2325 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2337
2382/* 2338/*
2383 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2388 */ 2344 */
2345char *
2389char *gravestone_text (object *op) 2346gravestone_text (object *op)
2390{ 2347{
2391 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2350 time_t now = time (NULL);
2394 2351
2395 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2355 else
2399 sprintf (buf, "%s\n", op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2359 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2403 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);
2404 else 2362 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2366 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2371 strcat (buf2, buf);
2412 } 2372 }
2373
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2416 return buf2; 2378 return buf2;
2417} 2379}
2418 2380
2419 2381void
2420
2421void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2422 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2425 int i; 2387 int i;
2426 int rate_hp = 1200; 2388 int rate_hp = 1200;
2427 int rate_sp = 2500; 2389 int rate_sp = 2500;
2428 int rate_grace = 2000; 2390 int rate_grace = 2000;
2429 const int max_hp = 1; 2391 const int max_hp = 1;
2430 const int max_sp = 1; 2392 const int max_sp = 1;
2431 const int max_grace = 1; 2393 const int max_grace = 1;
2432 2394
2433 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2435 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2413
2440 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2441 2415 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2418 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 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
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2560 /* dms do not consume food */ 2558 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2560 op->stats.food--;
2563 } 2561 }
2564 2562
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2564 {
2565 object *tmp, *flesh = 0;
2567 2566
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2571 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.");
2572 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2576 break;
2575 } 2577 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2579 flesh = tmp;
2578 } /* end of for loop */ 2580 } /* End if paid for object */
2581 } /* end of for loop */
2582
2579 /* 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
2580 * eat flesh instead. 2584 * eat flesh instead.
2581 */ 2585 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2583 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.");
2584 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2585 } 2590 }
2586 } /* end if player is starving */ 2591 }
2587 2592
2588 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2590 2595
2591 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))
2592 kill_player(op); 2597 kill_player (op);
2598 }
2593} 2599}
2594
2595
2596 2600
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2604 * file.
2601 */ 2605 */
2606void
2602void kill_player(object *op) 2607kill_player (object *op)
2603{ 2608{
2604 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2605 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2607 int z; 2615 /* int z;
2608 int num_stats_lose; 2616 int num_stats_lose;
2609 int lost_a_stat; 2617 int lost_a_stat;
2610 int lose_this_stat; 2618 int lose_this_stat;
2611 int this_stat; 2619 int this_stat; */
2612 int will_kill_again; 2620 int will_kill_again;
2613 archetype *at; 2621 archetype *at;
2614 object *tmp; 2622 object *tmp;
2615 2623
2616 if(save_life(op)) 2624 if (save_life (op))
2617 return; 2625 return;
2618 2626
2619 2627
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2631 */
2624 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2626 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2636
2629
2630 /* restore player */ 2637 /* restore player */
2631 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2640 {
2634 remove_ob(tmp); 2641 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2643 }
2638 2644
2639 at = find_archetype("confusion"); 2645 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2647 {
2642 remove_ob(tmp); 2648 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2650 }
2646 2651
2647 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2650 2655 op->stats.food = 999;
2656
2651 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2659 {
2655 sprintf(buf,"%s's finger",op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2661 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2665 tmp->msg = buf;
2661 tmp->msg=add_string(buf); 2666 tmp->value = 0, tmp->type = 0;
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2667 tmp->materialname = "organics";
2663 tmp->materialname = NULL; 2668 tmp->insert_at (op, tmp);
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2669 }
2670
2668 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2673 op->contr->braced = 0;
2671 return; 2674 return;
2672 } 2675 }
2673 2676
2674 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2675 2678
2676 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2677 2680
2678 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2682 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2687 } 2685 }
2688 else { 2686 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2687 sprintf (buf, "%s died.", &op->name);
2696 } 2688
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2690
2699 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2701 2695
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2699 */
2708 2700
2709 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2703 * of death.
2712 */ 2704 */
2713#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2715 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2710 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2713 little bit harder. */
2721 /* GD */ 2714 /* GD */
2722 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2716 num_stats_lose = 1;
2724 else 2717 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2719 }
2720 else
2727 num_stats_lose = 1; 2721 num_stats_lose = 1;
2728 } 2722
2729 lost_a_stat = 0; 2723 lost_a_stat = 0;
2730 2724
2731 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2732 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2733 2728
2734 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2735 /* 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
2736 * what he lost. 2732 * what he lost.
2737 */ 2733 */
2738 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2739 lost_a_stat = 1;
2744 } else { 2740 }
2741 else
2742 {
2745 /* deplete a stat */ 2743 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2748 2749 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2752 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2789 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2790 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2791 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2793 * difference.
2789 */ 2794 */
2790 if (this_stat>=-50) { 2795 if (this_stat >= -50)
2796 {
2791 change_attr_value(&(dep->stats), i, -1); 2797 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2798 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2800 op->update_stats ();
2795 lost_a_stat = 1; 2801 lost_a_stat = 1;
2796 } 2802 }
2797 } 2803 }
2804 }
2798 } 2805 }
2799 }
2800 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2807 if (!lost_a_stat)
2802 { 2808 {
2803 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2810 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2811 const char *god = determine_god (op);
2812
2806 if (god && (strcmp(god, "none"))) 2813 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2815 else
2809 " you.", god); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2820#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2821
2818 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2823 * exp loss on the stone.
2820 */ 2824 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2827 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2829 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2831 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2834
2835 /**************************************/ 2835 /**************************************/
2836 /* */ 2836 /* */
2837 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2840 /* */ 2840 /* */
2841 /**************************************/ 2841 /**************************************/
2842 2842
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2844 /* restore player */
2845 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2847
2847 if (tmp) { 2848 if (tmp)
2848 remove_ob(tmp); 2849 {
2849 free_object(tmp); 2850 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2852 }
2852 2853
2853 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2856 if (tmp)
2856 remove_ob(tmp); 2857 {
2857 free_object(tmp); 2858 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2860 }
2861
2860 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2861 2863
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2871
2869 /* 2872 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2872 * in the map. 2875 */
2873 */
2874
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2877
2883 /****************************************/ 2878 /****************************************/
2884 /* */ 2879 /* */
2885 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2887 /* */ 2882 /* */
2888 /****************************************/ 2883 /****************************************/
2889 2884
2890 enter_player_savebed(op); 2885 enter_player_savebed (op);
2891 2886
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2887 op->contr->braced = 0;
2896 save_player(op,1);
2897 2888
2898 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2892 * on the space that might harm the player.
2902 */ 2893 */
2903 will_kill_again=0; 2894 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2907 } 2898
2908 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2909 object *force; 2901 object *force;
2910 int at; 2902 int at;
2911 2903
2912 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2906 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2911 force->resist[at] = 100;
2920 } 2912
2921 insert_ob_in_ob(force, op); 2913 insert_ob_in_ob (force, op);
2922 fix_player(op); 2914 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2915
2916 }
2917
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2919}
2998 2920
2999 2921void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2922loot_object (object *op)
2923{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2924 object *tmp, *tmp2, *next;
3002 2925
3003 if (op->container) { /* close open sack first */ 2926 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2927
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
3008 next=tmp->below; 2930 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2931
3010 remove_ob(tmp); 2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2936 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2937
3013 loot_object(tmp); 2938 if (tmp->type == CONTAINER)
3014 } 2939 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2940
3016 || 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 {
3017 if(tmp->nrof>1) { 2943 if (tmp->nrof > 1)
2944 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2946 tmp2->destroy ();
3020 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 }
3021 } else 2952 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2954 }
3026} 2955}
3027 2956
3028/* 2957/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2960 * was changed.
3032 */ 2961 */
3033 2962void
3034void fix_weight(void) { 2963fix_weight (void)
3035 player *pl; 2964{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
3038 if(old == sum) 2969 if (old == sum)
3039 continue; 2970 continue;
3040 fix_player(pl->ob); 2971 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 2973 }
3044} 2974}
3045 2975
2976void
3046void fix_luck(void) { 2977fix_luck (void)
3047 player *pl; 2978{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3051} 2982}
3052
3053 2983
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3057 */ 2987 */
3058
3059void 2988void
3060cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3061{ 2990{
3062 object *skop, *spob; 2991 object *skop, *spob;
3063 2992
3064 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3065 2994
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2997 {
3069 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);
3070 op->name);
3071 return; 2999 return;
3072 } 3000 }
3073 3001
3074 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3075 3003
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3007 if (!spob)
3080 { 3008 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3010 return;
3084 } 3011 }
3085 3012
3086 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3087 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);
3088 3015
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3017
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3019}
3095 3020
3021void
3096void make_visible (object *op) { 3022make_visible (object *op)
3023{
3097 op->hide = 0; 3024 op->hide = 0;
3098 op->invisible = 0; 3025 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 3026 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3027 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3028 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 3041 return 0;
3116} 3042}
3117 3043
3118/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3046 * indicate greater hideability.
3121 */ 3047 */
3122 3048
3049int
3123int hideability(object *ob) { 3050hideability (object *ob)
3051{
3124 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3125 sint16 x,y; 3053 sint16 x, y;
3126 3054
3127 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3128 3057
3129 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3131 3060
3132 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3136 3066
3137 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3076 level += 2;
3143 else /* open terrain! */ 3077 else /* open terrain! */
3144 level -= 1; 3078 level -= 1;
3145 } 3079 }
3146 3080
3147#if 0 3081#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3083#endif
3150 return level; 3084 return level;
3151} 3085}
3152 3086
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3091 */
3158 3092void
3159void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3096 object *skop;
3162 3097
3163 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3164 3100
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3102
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3170 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!");
3171 make_visible(op); 3108 make_visible (op);
3172 return; 3109 return;
3173 } else num += 20;
3174 } 3110 }
3111 else
3112 num += 20;
3113
3175 num += op->map->difficulty; 3114 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3116 num -= hide;
3117
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3179 make_visible(op); 3120 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3121 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3123 }
3183 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3126}
3187 3127
3188/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3189 3129
3130int
3190int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3191 object *tmp=NULL; 3133 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3135 maptile *m;
3194 sint16 x,y; 3136 sint16 x, y;
3195 3137
3196 if(!who) return 0; 3138 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 3175}
3227 3176
3228/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3187 * -b.t.
3239 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3240 */ 3189 */
3241 3190
3191int
3242int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3243 rv_vector rv; 3194 rv_vector rv;
3244 int dx,dy; 3195 int dx, dy;
3245 3196
3246 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3200 return -1;
3273 op = op->more;
3274 } 3201 }
3202
3203 if (!pl || !op)
3275 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;
3276} 3232}
3277 3233
3278/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3238 * return 0.
3283 */ 3239 */
3240int
3284int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3285 3243
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3247 return 0;
3289 3248
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3291 3251
3292 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3294 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");
3295 return 1; 3256 return 1;
3296 } 3257 }
3297 } 3258 }
3298 return 0; 3259 return 0;
3299} 3260}
3300 3261
3301/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3269 */
3270int
3309int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3310 object *tmp; 3273 object *tmp;
3311 3274
3312 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3291 object *invtmp;
3292
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3305 return 1;
3332 } 3306 }
3333 } 3307 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3308 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3342 return 0; 3310 return 0;
3343} 3311}
3344 3312
3345/* 3313/*
3349 * attributes: 3317 * attributes:
3350 * object *who the dragon player 3318 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3352 * int level ability level 3320 * int level ability level
3353 */ 3321 */
3322void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3330 int i = 0, j = 0;
3361 3331
3362 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3371 3341
3372 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3373 return; 3343 return;
3374 3344
3375 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++);
3376 tr = tr->next, i++); 3346
3377 3347 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3348 {
3379 /* 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]); */
3380 return; 3350 return;
3381 } 3351 }
3382 3352
3383 /* everything seems okay - now bring on the gift: */ 3353 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3354 item = &(tr->item->clone);
3385 3355
3386 if (item->type == SPELL) { 3356 if (item->type == SPELL)
3357 {
3387 if (check_spell_known (who, item->name)) 3358 if (check_spell_known (who, item->name))
3388 return; 3359 return;
3389 3360
3390 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);
3391 do_learn_spell (who, item, 0); 3362 do_learn_spell (who, item, 0);
3392 return; 3363 return;
3393 } 3364 }
3394 3365
3395 /* grant direct spell */ 3366 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3367 if (item->type == SPELLBOOK)
3368 {
3397 if (!item->inv) { 3369 if (!item->inv)
3370 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3372 return;
3401 } 3373 }
3402 if (check_spell_known (who, item->inv->name)) 3374 if (check_spell_known (who, item->inv->name))
3403 return; 3375 return;
3404 if (item->invisible) { 3376 if (item->invisible)
3377 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3407 return; 3380 return;
3408 } 3381 }
3409 } 3382 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3411 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 {
3412 3387
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3417 */ 3392 */
3418 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3419 /* Give new attacktype */ 3395 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3421 3397
3422 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3424 3400
3425 if (item->msg != NULL) 3401 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3403
3428 /* Give player new face */ 3404 /* Give player new face */
3429 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3430 who->face = skop->face; 3407 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3410 who->last_anim = 0;
3434 who->state = 0; 3411 who->state = 0;
3435 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3436 } 3413 }
3414 }
3415 }
3437 } 3416 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3441 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3420 object *skin;
3421
3443 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3425 ;
3447 3426
3427 if (!skin)
3428 return;
3429
3448 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3434
3452 /* print message */ 3435 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3438 {
3456 if (j) 3439 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3440 {
3458 else 3441 if (j)
3459 j = 1; 3442 strcat (buf, " and ");
3443 else
3444 j = 1;
3460 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3461 } 3446 }
3462 } 3447 }
3463 strcat(buf,"."); 3448 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3450 }
3466 3451
3467 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3459
3475 /* print message if there is one */ 3460 /* print message if there is one */
3476 if (item->msg != NULL) 3461 if (item->msg != NULL)
3477 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
3478 } 3465 {
3479 else {
3480 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3486 } 3472 }
3487} 3473}
3488 3474
3489/** 3475/**
3490 * 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
3491 * not readied. 3477 * not readied.
3492 */ 3478 */
3479void
3493void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3495 3484
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3487
3499 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 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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