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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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 (this);
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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 303 }
229 304
230 /* Clears basically the entire player structure except 305 if (ob)
231 * for next and socket. 306 ob->close_container (); //TODO: client-specific
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = 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
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
236 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 335 * we deal with that below this point.
238 */ 336 */
239 p->party=NULL; 337 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 338 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 340
245#ifdef AUTOSAVE 341 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 342
247#endif 343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
248 363 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
250 366 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 367}
302 368
303 369player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 370{
307 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
308 op->x = -1; 372 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 373}
312 374
313/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
315 * mode. 377 * mode.
316 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
317 383
318int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 385
321 p=get_player(NULL); 386 pl->ob->roll_stats ();
322 p->socket = *ns; 387 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 389
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 390 set_first_map (pl->ob);
333 391
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 392 return pl;
341} 393}
342 394
343/* 395/*
344 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
347 */ 399 */
400archetype *
348archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
349{ 402{
350 archetype *start = at; 403 archetype *start = at;
404
351 for (;;) { 405 for (;;)
406 {
352 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
353 at=first_archetype; 408 at = first_archetype;
354 else 409 else
355 at=at->next; 410 at = at->next;
411
356 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
357 return at; 413 return at;
414
358 if (at == start) { 415 if (at == start)
416 {
359 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 418 exit (-1);
361 } 419 }
362 } 420 }
363} 421}
364 422
365 423object *
366object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
367 object *op = NULL; 426 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 427 objectlink *ol;
370 unsigned lastdist; 428 unsigned lastdist;
371 rv_vector rv; 429 rv_vector rv;
372 430
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
374 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
378 */ 437 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
380 object *tmp=ol->ob; 440 object *tmp = ol->ob;
381 441
382 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 443 * itself will have been cleared.
384 */ 444 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
386 ol = ol->next; 447 ol = ol->next;
387 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
388 if (!ol) return op; 449 if (!ol)
389 } 450 return op;
451 }
390 452
391 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
397 */ 459 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 461 continue;
400 462
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
410 op=pl->ob; 464 {
465 op = ol->ob;
411 lastdist=rv.distance; 466 lastdist = rv.distance;
467 }
412 } 468 }
413 } 469
414 } 470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
415#if 0 478#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 480#endif
418 return op; 481 return op;
419} 482}
420 483
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 502 * is probably not a good thing.
440 */ 503 */
441#define MAX_SPACES 50 504#define MAX_SPACES 50
442
443 505
444/* 506/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 525 * is blocking itself.
464 */ 526 */
527int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
466 rv_vector rv; 530 rv_vector rv;
467 sint16 x,y; 531 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
470 534
471 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
472 536
473 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 538 return 0;
726}
727 539
728void confirm_password(object *op) { 540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 546
730 op->contr->write_buf[0]='\0'; 547 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 548 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 549 return 0;
733}
734 550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661}
662
663void
664give_initial_items (object *pl, treasurelist * items)
665{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755}
756
757void
735void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
736 if (party == NULL) { 760 if (party == NULL)
761 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 763 return;
739 } 764 }
765
740 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 770}
745
746 771
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
748int roll_stat(void) { 774roll_stat (void)
775{
749 int a[4],i,j,k; 776 int a[4], i, j, k;
750 777
751 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
753 780
754 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 782 if (a[i] < k)
756 k=a[i],j=i; 783 k = a[i], j = i;
757 784
758 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 786 if (i != j)
760 k+=a[i]; 787 k += a[i];
761 } 788
762 return k; 789 return k;
763} 790}
764 791
765void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
766 int sum=0; 799 int sum = 0;
767 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
769 802
770 do { 803 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 804 break;
772 op->stats.Dex=roll_stat(); 805 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 806
783 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 809
792 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 812
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 813 stats.exp = 0;
823 op->stats.ac=0; 814 stats.ac = 0;
824 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
825 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
828 825
829 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
830 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
833 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
834} 858}
835 859
836void Roll_Again(object *op) 860static void
861start_info (object *op)
837{ 862{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
846 864
847 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 869}
955 870
956/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
960 * not the class. 875 * not the class.
961 */ 876 */
962 877void
963int key_change_class(object *op, char key) 878player::chargen_race_done ()
964{ 879{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 882
979 /* Lauwenmark : Here we handle the BORN global event */ 883 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
981 886
982 /* Lauwenmark : We then generate a LOGIN event */ 887 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 888 INVOKE_PLAYER (LOGIN, ob->contr);
889
984 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
985 891
986 if (op->msg) { 892 if (ob->msg)
987 free_string(op->msg); 893 ob->msg = 0;
988 op->msg=NULL;
989 }
990 894
991 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
992 * to save here. 896 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 897 */
1033 898 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1103 next = mp->next; 902 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 903
1105 delete_map(mp); 904 start_info (ob);
1106 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1107 906 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1109 } 915 {
1110 play_again(op); 916 object *tmp;
1111 return 1; 917 char mapname[MAX_BUF];
1112}
1113 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1114void flee_player(object *op) { 970flee_player (object *op)
971{
1115 int dir,diff; 972 int dir, diff;
1116 rv_vector rv; 973 rv_vector rv;
1117 974
1118 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 979 return;
1122 } 980 }
1123 981
1124 if(op->enemy==NULL) { 982 if (op->enemy == NULL)
983 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 984 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 986 return;
1128 } 987 }
1129 988
1130 /* Seen some crashes here. Since we don't store an 989 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 990 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 991 * actual enemy, and the object is recycled.
1133 */ 992 */
1134 if (op->enemy->map == NULL) { 993 if (op->enemy->map == NULL)
994 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 995 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 996 op->enemy = NULL;
1137 return; 997 return;
1138 } 998 }
1139 999
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1141 op->enemy=NULL; 1002 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1004 return;
1144 } 1005 }
1006
1145 get_rangevector(op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1146 1008
1147 dir=absdir(4+rv.direction); 1009 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1010 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1155 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1020 op->enemy = NULL;
1158} 1021}
1159
1160 1022
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1025 * stop.
1164 */ 1026 */
1027int
1165int check_pick(object *op) { 1028check_pick (object *op)
1029{
1166 object *tmp, *next; 1030 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1031 int stop = 0;
1169 int j, k, wvratio; 1032 int wvratio;
1170 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1171
1172 1034
1173 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1175 return 1; 1037 return 1;
1176 1038
1177 op_tag = op->count;
1178
1179 next = op->below; 1039 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1040
1183 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1042 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1186 { 1044 {
1187 tmp = next; 1045 tmp = next;
1188 next = tmp->below; 1046 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1047
1192 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1193 return 0; 1049 return 0;
1194 1050
1195 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1196 continue; 1052 continue;
1197 1053
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1055 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1057 pick_up (op, tmp);
1202 continue; 1058 continue;
1203 } 1059 }
1204 1060
1205 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1207 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1065 {
1209 case 1: pick_up (op, tmp); 1066 case 0:
1210 return 1; 1067 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1068 case 1:
1212 return 0; 1069 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1070 return 1;
1214 case 4: pick_up (op, tmp); 1071 case 2:
1215 break; 1072 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1073 return 0;
1217 stop = 1; 1074 case 3:
1218 break; 1075 return 0; /* stop before pickup */
1219 case 6: 1076 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1222 pick_up(op, tmp); 1079 case 5:
1223 break; 1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1224 1087
1225 case 7: 1088 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1090 pick_up (op, tmp);
1228 break; 1091 break;
1229 1092
1230 default: 1093 default:
1231 /* use value density */ 1094 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1235 >= op->contr->mode) 1098 }
1236 pick_up(op,tmp); 1099 }
1237 } 1100 else
1238 } 1101 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1242 { 1104 {
1243 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1253 1115
1254 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1255 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1256 { 1118 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1258 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1260 { 1122 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1263 } 1125 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1268#if 0 1352#if 0
1269 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1271 { 1355 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1357 }
1274 { 1358 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1281 } 1367 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1368
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1369 return !stop;
1445} 1370}
1446 1371
1447/* 1372/*
1448 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1375 * found object is returned.
1451 */ 1376 */
1377object *
1452object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1453{ 1379{
1454 object *tmp = NULL; 1380 object *tmp = 0;
1455 1381
1456 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1461 return op; 1386 return op;
1387
1462 return tmp; 1388 return tmp;
1463} 1389}
1464 1390
1465/* 1391/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1396 */
1471 1397object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1399{
1474 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1476 1402
1477 if (!type) 1403 if (!type)
1478 return NULL; 1404 return NULL;
1479 1405
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1409 {
1410 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1412 if (i > betterby)
1486 tmp = ntmp; 1413 {
1487 betterby = i; 1414 tmp = ntmp;
1488 } 1415 betterby = i;
1416 }
1417 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1490 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1422 {
1493 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1424 {
1495 return arrow; 1425 *better = 100;
1496 } else { 1426 return arrow;
1497 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1432 }
1500 } else { 1433 }
1434 else
1435 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1502 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1441 {
1442 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1444 }
1508 } 1445 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1447 {
1448 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1450 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1452 {
1453 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1455 }
1456 }
1457 }
1517 } 1458 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1460 return find_arrow (op, type);
1522 1461
1523 *better = betterby; 1462 *better = betterby;
1524 return tmp; 1463 return tmp;
1525} 1464}
1526 1465
1527/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1468 * op = the shooter
1530 * type = bow->race 1469 * type = bow->race
1531 * dir = fire direction 1470 * dir = fire direction
1532 */ 1471 */
1533 1472object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1535{ 1474{
1536 object *tmp = NULL; 1475 object *tmp = NULL;
1537 mapstruct *m; 1476 maptile *m;
1538 int i, mflags, found, number; 1477 int i, mflags, found, number;
1539 sint16 x, y; 1478 sint16 x, y;
1540 1479
1541 if (op->map == NULL) 1480 if (op->map == NULL)
1542 return find_arrow(op, type); 1481 return find_arrow (op, type);
1543 1482
1544 /* do a dex check */ 1483 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1486 return find_arrow (op, type);
1548 1487
1549 m = op->map; 1488 m = op->map;
1550 x = op->x; 1489 x = op->x;
1551 y = op->y; 1490 y = op->y;
1552 1491
1553 /* find the first target */ 1492 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1555 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1559 tmp = NULL; 1500 tmp = NULL;
1560 break; 1501 break;
1502 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1506 * perhaps a bad assumption.
1564 */ 1507 */
1565 tmp = NULL; 1508 tmp = NULL;
1566 break; 1509 break;
1567 } 1510 }
1568 if (mflags & P_IS_ALIVE) { 1511 if (mflags & P_IS_ALIVE)
1512 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1515 {
1572 break; 1516 found++;
1573 } 1517 break;
1518 }
1574 if (found) 1519 if (found)
1575 break; 1520 break;
1576 } 1521 }
1577 } 1522 }
1578 if (tmp == NULL) 1523 if (tmp == NULL)
1579 return find_arrow(op, type); 1524 return find_arrow (op, type);
1580 1525
1581 if (tmp->head) 1526 if (tmp->head)
1582 tmp = tmp->head; 1527 tmp = tmp->head;
1583 1528
1584 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1585} 1530}
1586 1531
1587/* 1532/*
1588 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1537 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1540 * player fire modes.
1596 */ 1541 */
1542int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1544{
1600 object *left, *bow; 1545 object *left, *bow;
1601 tag_t left_tag, tag; 1546 int mflags;
1602 int bowspeed, mflags; 1547 maptile *m;
1603 mapstruct *m;
1604 1548
1605 if (!dir) { 1549 if (!dir)
1550 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1608 } 1558 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1615 */ 1562 */
1616 if(bow->type==BOW) 1563 if (bow->type == BOW)
1617 break; 1564 break;
1618 1565
1619 if (!bow) { 1566 if (!bow)
1567 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1569 return 0;
1622 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1623 } 1579 }
1580
1624 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1584 return 0;
1627 } 1585 }
1628 1586
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1639 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1594 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1645 return 0; 1597 return 0;
1646 } 1598 }
1647 } 1599 }
1600
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1603 return 0;
1651 } 1604
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1608 return 0;
1655 } 1609 }
1656 1610
1657 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1663 1617
1664 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1623 return 0;
1670 return 0;
1671 } 1624 }
1672 set_owner(arrow, op); 1625
1673 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1628 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1629
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1689 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1691 1636
1692 /* Note that this was different for monsters - they got their level 1637#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1638 if (player *pl = op->contr)
1694 */
1695 1639 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1640 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1700 /* update the speed */ 1654 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1656 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1657
1706 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1710 1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1711 if (op->type == PLAYER) { 1663 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1664 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1666 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1722 arrow->level = op->level; 1675 arrow->level = op->level;
1723 } 1676 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1677
1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1725 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1682 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1683
1729 arrow->map = m; 1684 wc -= arrow->level;
1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1690
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1692 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1693
1737 if (!was_destroyed(arrow, tag)) 1694 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1695 move_arrow (arrow);
1739 1696
1740 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1698 {
1699 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1700 esrv_del_item (op->contr, left->count);
1743 else 1701 else
1744 esrv_send_item(op, left); 1702 esrv_send_item (op, left);
1745 } 1703 }
1704
1746 return 1; 1705 return 1;
1747} 1706}
1748 1707
1749/* Special fire code for players - this takes into 1708/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1709 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1710 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1711 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1712 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1713 * hence the function name.
1755 */ 1714 */
1715int
1756int player_fire_bow(object *op, int dir) 1716player_fire_bow (object *op, int dir)
1757{ 1717{
1758 int ret=0, wcmod=0; 1718 int ret = 0, wcmod = 0;
1759 1719
1760 if (op->contr->bowtype == bow_bestarrow) { 1720 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1721 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1723 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1727 wcmod = -1;
1728
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1730 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1731 else if (op->contr->bowtype == bow_threewide)
1732 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1737 else if (op->contr->bowtype == bow_spreadshot)
1738 {
1774 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);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1742 }
1778 } else { 1743 else
1744 {
1779 /* Simple case */ 1745 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1747 }
1748
1782 return ret; 1749 return ret;
1783} 1750}
1784
1785 1751
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1788 */ 1754 */
1755void
1789void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1790{ 1757{
1791 object *item; 1758 object *item = op->contr->ranged_ob;
1792 1759
1793 if (!op->contr->ranges[range_misc]) { 1760 if (!item)
1761 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1763 return;
1796 } 1764 }
1797 1765
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1766 if (!item->inv)
1767 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1769 return;
1802 } 1770 }
1803 if (item->type == WAND) { 1771
1804 if(item->stats.food<=0) { 1772 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1773 return;
1808 } 1774
1775 if (item->type == WAND)
1776 {
1777 if (item->stats.food <= 0)
1778 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1782 return;
1783 }
1784 }
1809 } else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1786 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1812 if (item->type== ROD) 1791 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1793 else
1815 else 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1795
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1796 return;
1819 } 1797 }
1820 } 1798 }
1821 1799
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1801 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1803 if (item->type == WAND)
1804 {
1825 if (!(--item->stats.food)) { 1805 if (!(--item->stats.food))
1826 object *tmp; 1806 {
1827 if (item->arch) { 1807 object *tmp;
1808
1809 if (item->arch)
1810 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1830 item->speed = 0; 1813 item->set_speed (0);
1831 update_ob_speed(item); 1814 }
1832 } 1815
1833 if ((tmp=is_player_inv(item))) 1816 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1818 }
1836 } 1819 }
1837 else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1821 drain_rod_charge (item);
1839 }
1840 } 1822 }
1841} 1823}
1842 1824
1843/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1844 */ 1826 */
1827bool
1845void fire(object *op,int dir) { 1828fire (object *op, int dir)
1829{
1846 int spellcost=0; 1830 int spellcost = 0;
1847 1831
1848 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1833 if (action_makes_visible (op))
1834 make_visible (op);
1850 1835
1851 switch(op->contr->shoottype) { 1836 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1837
1855 case range_bow: 1838 if (pl->golem)
1856 player_fire_bow(op, dir); 1839 {
1857 return; 1840 control_golem (op->contr->golem, dir);
1858 1841 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1842 }
1874 else 1843
1875 control_golem(op->contr->ranges[range_golem], dir); 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1876 return; 1847 return false;
1877 1848
1878 case range_skill: 1849 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1850 return false;
1886 case range_builder: 1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1862
1863 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 break;
1866
1867 case BUILDER:
1887 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1888 return; 1869 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1895 1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879
1880 return true;
1881}
1896 1882
1897/* find_key 1883/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1888 * pl is the player,
1903 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1906 */ 1892 */
1907 1893object *
1908object * find_key(object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1909{ 1895{
1910 object *tmp,*key; 1896 object *tmp, *key;
1911 1897
1912 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1899 if (!container->inv)
1900 return 0;
1914 1901
1915 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1918 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1920 */ 1909 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1911 break;
1923 } 1912 }
1913
1924 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1917 * a key, return
1928 */ 1918 */
1929 if (!tmp) { 1919 if (!tmp)
1920 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1931 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1924 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1925 {
1926 if ((key = find_key (pl, tmp, door)))
1927 return key;
1928 }
1929 }
1930
1931 if (!tmp)
1932 return NULL;
1934 } 1933 }
1935 } 1934
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1936 * see if we actually want to use it
1940 */ 1937 */
1941 if (pl!=container) { 1938 if (pl != container)
1939 {
1942 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1941 if (!pl->contr)
1942 return NULL;
1944 /* cases where this fails: 1943 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1944 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1945 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1946 * If the container is not active, return now since only active
1948 * containers can be used. 1947 * containers can be used.
1949 * If we only search keyrings and the container does not have 1948 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1949 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1950 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1951 * inv must have been an container and must have been active.
1953 * 1952 *
1954 * Change the color so that the message doesn't disappear with 1953 * Change the color so that the message doesn't disappear with
1955 * all the others. 1954 * all the others.
1956 */ 1955 */
1957 if (pl->contr->usekeys == key_inventory || 1956 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1959 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1962 return NULL;
1966 } 1963 }
1967 } 1964 }
1965
1968 return tmp; 1966 return tmp;
1969} 1967}
1970 1968
1971/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1971 * such that the caller should not do anything more,
1974 * 0 otherwise 1972 * 0 otherwise
1975 */ 1973 */
1974static int
1976static int player_attack_door(object *op, object *door) 1975player_attack_door (object *op, object *door)
1977{ 1976{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1982 */ 1980 */
1983 object *key=find_key(op, op, door); 1981 object *key = find_key (op, op, door);
1984 1982
1985 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1986 if (key) { 1984 if (key)
1985 {
1987 object *container=key->env; 1986 object *container = key->env;
1988 1987
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1989
1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op);
1995
1992 if (door->type == DOOR) { 1996 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1998 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1999 {
1997 "You open the door with the %s", query_short_name(key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2002 }
2003
2000 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2003 if (container != op) 2007 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2005 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2011 }
2006 } else if (door->type==LOCKED_DOOR) { 2012 else if (door->type == LOCKED_DOOR)
2013 {
2007 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2016 return 1;
2010 } 2017 }
2018
2011 return 0; 2019 return 0;
2012} 2020}
2013 2021
2014/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2019 */ 2027 */
2020 2028bool
2021void move_player_attack(object *op, int dir) 2029move_player_attack (object *op, int dir)
2022{ 2030{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 2031 int on_battleground;
2026 mapstruct *m;
2027 2032
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2032 2035
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2034 2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2046
2035 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2054 * move_ob uses.
2043 */ 2055 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2056 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2057
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2061 * on the space
2061 */ 2062 */
2062 while (tmp!=NULL) { 2063 object *mon;
2063 if (tmp == op) { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2065 {
2065 continue; 2066 if ((mon->flag [FLAG_ALIVE]
2067 || mon->type == LOCKED_DOOR
2068 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op)
2070 break;
2066 } 2071 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2072
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2074 return false; /* into a wall */
2078 2075
2079 if(mon->head != NULL)
2080 mon = mon->head; 2076 mon = mon->head_ ();
2081 2077
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2083 return true;
2084 }
2084 2085
2085 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2091 * and thus will not push them.
2091 */ 2092 */
2092 2093
2093 /* If the creature is a pet, push it even if the player is not 2094 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2096 */ 2097 */
2097 if ((op->type==PLAYER) 2098 if (op->type == PLAYER
2098#if COZY_SERVER 2099 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2101 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2103 {
2110 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2105 if (op->contr->braced)
2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2113 push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2120 else
2121 return false;
2122 }
2123
2118 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2127 * attack them either.
2122 */ 2128 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2131 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2136 {
2137 --op->speed_left;
2138
2139 if (!op->contr->braced)
2132 )) { 2140 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2142 push_ob (mon, dir, op);
2136 } else { 2143 }
2144 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2146
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149
2150 return true;
2151 }
2138 } 2152 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2155 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2159 {
2160 --op->speed_left;
2161
2146 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2148 } 2164 make_visible (op);
2149 2165
2166 return true;
2167 }
2168 }
2150 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2174 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2177 {
2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 {
2180 --op->contr->weapon_sp_left;
2160 2181
2161 /* If the player hasn't hit something this tick, and does 2182 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2183
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2184 if (action_makes_visible (op))
2185 make_visible (op);
2186
2187 return true;
2188 }
2170 } 2189 }
2171 2190
2172 skill_attack(mon, op, 0, NULL, NULL); 2191 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2192}
2190 2193
2194bool
2191int move_player(object *op,int dir) { 2195move_player (object *op, int dir)
2196{
2192 int pick; 2197 int pick;
2193 object *transport = op->contr->transport;
2194 2198
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2200 return 0;
2201
2202 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9))
2204 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0;
2207 }
2208
2209 /* peterm: added following line */
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212
2213 op->facing = dir;
2214
2215 if (op->hide)
2216 do_hidden_move (op);
2217
2218 bool retval;
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on)
2223 retval = fire (op, dir);
2224 else
2225 {
2226 retval = move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243
2244 return retval;
2257} 2245}
2258 2246
2259/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2248 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2250 * the new speed values for commands.
2263 * 2251 *
2264 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2265 */ 2255 */
2256bool
2266int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2267{ 2258{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2260 {
2261 if (op->speed_left > 0.f)
2262 {
2263 --op->speed_left;
2264 flee_player (op);
2292 2265
2293 /* I've been seeing crashes where the golem has been destroyed, but 2266 return true;
2294 * the player object still points to the defunct golem. The code that 2267 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2268 else
2296 * put this in a a workaround to clean up the golem pointer. 2269 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2270 }
2304 2271
2305 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2274 * called, so we recheck it here.
2308 */ 2275 */
2309 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2277 return true;
2311 2278
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2280 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2281
2322 else return 0; 2282 return false;
2323 } 2283}
2284
2285int
2286save_life (object *op)
2287{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2289 return 0;
2325}
2326 2290
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2296
2338 query_name(tmp));
2339 if (op->contr) 2297 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2298 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2299
2342 free_object(tmp); 2300 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2344 if(op->stats.hp<0) 2303 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2305
2346 if(op->stats.food<0) 2306 if (op->stats.food < 0)
2347 op->stats.food = 999; 2307 op->stats.food = 999;
2348 fix_player(op); 2308
2309 op->update_stats ();
2349 return 1; 2310 return 1;
2350 } 2311 }
2312
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2316 return 0;
2355} 2317}
2356 2318
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2319/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2320 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2321 * function will descend into containers. op is the object to start the search
2360 * from. 2322 * from.
2361 */ 2323 */
2324void
2362void remove_unpaid_objects(object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2363{ 2326{
2364 object *next;
2365
2366 while (op) { 2327 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2328 {
2368 * we remove object 'op' 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2330
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2332 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2335
2336 op->insert_at (env);
2337 }
2338 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env);
2340
2341 op = next;
2342 }
2343}
2383 2344
2384/* 2345/*
2385 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2349 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2350 * but there isn't one in the server directory.
2390 */ 2351 */
2352char *
2391char *gravestone_text (object *op) 2353gravestone_text (object *op)
2392{ 2354{
2393 static char buf2[MAX_BUF]; 2355 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2356 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2357 time_t now = time (NULL);
2396 2358
2397 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2362 else
2401 sprintf (buf, "%s\n", op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2366 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2369 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2373 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2374 if (op->type == PLAYER)
2375 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2378 strcat (buf2, buf);
2414 } 2379 }
2380
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2418 return buf2; 2385 return buf2;
2419} 2386}
2420 2387
2421 2388void
2422
2423void do_some_living(object *op) { 2389do_some_living (object *op)
2390{
2424 int last_food=op->stats.food; 2391 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2392 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2393 int over_hp, over_sp, over_grace;
2427 int i; 2394 int i;
2428 int rate_hp = 1200; 2395 int rate_hp = 1200;
2429 int rate_sp = 2500; 2396 int rate_sp = 2500;
2430 int rate_grace = 2000; 2397 int rate_grace = 2000;
2431 const int max_hp = 1; 2398 const int max_hp = 1;
2432 const int max_sp = 1; 2399 const int max_sp = 1;
2433 const int max_grace = 1; 2400 const int max_grace = 1;
2434 2401
2435 if (op->contr->outputs_sync) { 2402 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2403 {
2437 if (op->contr->outputs[i].buf!=NULL && 2404 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2405 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2440 } 2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2441 2420
2442 if(op->contr->state==ST_PLAYING) { 2421 if (op->contr->ns->state == ST_PLAYING)
2443 2422 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2425 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2427 else
2428 {
2429 gen_hp = op->stats.maxhp;
2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2431 }
2432
2433 if (op->contr->gen_sp >= 0)
2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2435 else
2436 {
2437 gen_sp = op->stats.maxsp;
2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2439 }
2440
2441 if (op->contr->gen_grace >= 0)
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else
2444 {
2445 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490
2491 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0)
2494 {
2495 if (op->stats.grace < op->stats.maxgrace / 2)
2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2498 if (max_grace > 1)
2499 {
2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2501 if (over_grace > 0)
2502 {
2503 op->stats.sp += over_grace
2504 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2505 op->last_grace = 0;
2506 }
2507 else
2508 {
2509 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 }
2511 }
2512 else
2513 {
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 {
2524 op->stats.hp++;
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 {
2528 op->stats.food--;
2529 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_hp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2542 op->last_heal = 0;
2543 }
2544 else
2545 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2553 }
2554
2555 /* Digestion */
2556 if (--op->last_eat < 0)
2557 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2559
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2562 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2562 /* dms do not consume food */ 2565 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2567 op->stats.food--;
2565 } 2568 }
2566 2569
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2571 {
2572 object *tmp, *flesh = 0;
2569 2573
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2583 break;
2577 } 2584 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2586 flesh = tmp;
2580 } /* end of for loop */ 2587 } /* End if paid for object */
2588 } /* end of for loop */
2589
2581 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2591 * eat flesh instead.
2583 */ 2592 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2587 } 2597 }
2588 } /* end if player is starving */ 2598 }
2589 2599
2590 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2592 2602
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2604 kill_player (op);
2605 }
2595} 2606}
2596
2597
2598 2607
2599/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2611 * file.
2603 */ 2612 */
2613void
2604void kill_player(object *op) 2614kill_player (object *op)
2605{ 2615{
2606 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2607 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2609 int z; 2622 /* int z;
2610 int num_stats_lose; 2623 int num_stats_lose;
2611 int lost_a_stat; 2624 int lost_a_stat;
2612 int lose_this_stat; 2625 int lose_this_stat;
2613 int this_stat; 2626 int this_stat; */
2614 int will_kill_again; 2627 int will_kill_again;
2615 archetype *at; 2628 archetype *at;
2616 object *tmp; 2629 object *tmp;
2617 2630
2618 if(save_life(op)) 2631 if (save_life (op))
2619 return; 2632 return;
2620 2633
2621 2634
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2636 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2637 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2638 */
2626 if (op_on_battleground(op, &x, &y)) { 2639 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2640 {
2628 "You have been defeated in combat!"); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2643
2631
2632 /* restore player */ 2644 /* restore player */
2633 at = find_archetype("poisoning"); 2645 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2647 {
2636 remove_ob(tmp); 2648 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2650 }
2640 2651
2641 at = find_archetype("confusion"); 2652 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2654 {
2644 remove_ob(tmp); 2655 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2657 }
2648 2658
2649 cure_disease(op,0); /* remove any disease */ 2659 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2661 if (op->stats.food <= 0)
2652 2662 op->stats.food = 999;
2663
2653 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2666 {
2657 sprintf(buf,"%s's finger",op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2668 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2672 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2673 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2674 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2675 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2676 }
2677
2670 /* teleport defeated player to new destination*/ 2678 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2680 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2681 return;
2682 }
2679 2683
2684 INVOKE_PLAYER (DEATH, op->contr);
2685
2680 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2681 2687
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2688 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2689 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2691 strcpy (op->contr->killer, "starvation");
2693 } 2692 }
2694 else { 2693 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2694 sprintf (buf, "%s died.", &op->name);
2702 } 2695
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2697
2705 /* save the map location for corpse, gravestone*/ 2698 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2699 x = op->x;
2700 y = op->y;
2701 map = op->map;
2707 2702
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2704 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2705 * See the config.h file for a little more in depth detail about this.
2713 */ 2706 */
2714 2707
2715 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2710 * of death.
2718 */ 2711 */
2719#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2713 if (settings.balanced_stat_loss)
2714 {
2721 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2717 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2720 little bit harder. */
2727 /* GD */ 2721 /* GD */
2728 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2723 num_stats_lose = 1;
2730 else 2724 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2726 }
2727 else
2733 num_stats_lose = 1; 2728 num_stats_lose = 1;
2734 } 2729
2735 lost_a_stat = 0; 2730 lost_a_stat = 0;
2736 2731
2737 for (z=0; z<num_stats_lose; z++) { 2732 for (z = 0; z < num_stats_lose; z++)
2733 {
2738 i = RANDOM() % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
2739 2735
2740 if (settings.stat_loss_on_death) { 2736 if (settings.stat_loss_on_death)
2737 {
2741 /* Pick a random stat and take a point off it. Tell the player 2738 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2739 * what he lost.
2743 */ 2740 */
2744 change_attr_value(&(op->stats), i,-1); 2741 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2742 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2744 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2746 lost_a_stat = 1;
2750 } else { 2747 }
2748 else
2749 {
2751 /* deplete a stat */ 2750 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2751 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
2754 2756 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2757 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2758 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2759 }
2788 if (lose_this_stat) { 2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
2762 {
2763 /* GD */
2764 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2765 this_stat = get_attr_value (&(dep->stats), i);
2766 if (this_stat < 0)
2767 {
2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2769 int keep_chance = this_stat * this_stat;
2770
2771 /* Yes, I am paranoid. Sue me. */
2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2777 {
2778 lose_this_stat = 0;
2779 /* Take loss chance vs keep chance to see if we
2780 retain the stat. */
2781 }
2782 else
2783 {
2784 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
2789 }
2790 }
2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2796 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2797 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2798 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2799 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2800 * difference.
2795 */ 2801 */
2796 if (this_stat>=-50) { 2802 if (this_stat >= -50)
2803 {
2797 change_attr_value(&(dep->stats), i, -1); 2804 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2805 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2807 op->update_stats ();
2801 lost_a_stat = 1; 2808 lost_a_stat = 1;
2802 } 2809 }
2803 } 2810 }
2811 }
2804 } 2812 }
2805 }
2806 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2814 if (!lost_a_stat)
2808 { 2815 {
2809 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2817 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2818 const char *god = determine_god (op);
2819
2812 if (god && (strcmp(god, "none"))) 2820 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2822 else
2815 " you.", god); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2824 }
2825#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2827#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2828
2824 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2830 * exp loss on the stone.
2826 */ 2831 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2834 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2836 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2837 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2838 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2839 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2841
2841 /**************************************/ 2842 /**************************************/
2842 /* */ 2843 /* */
2843 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
2846 /* */ 2847 /* */
2847 /**************************************/ 2848 /**************************************/
2848 2849
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2850 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2851 /* restore player */
2851 at = find_archetype("poisoning"); 2852 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2853 tmp = present_arch_in_ob (at, op);
2854
2853 if (tmp) { 2855 if (tmp)
2854 remove_ob(tmp); 2856 {
2855 free_object(tmp); 2857 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2859 }
2858 2860
2859 at = find_archetype("confusion"); 2861 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2862 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2863 if (tmp)
2862 remove_ob(tmp); 2864 {
2863 free_object(tmp); 2865 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2867 }
2868
2866 cure_disease(op,0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
2867 2870
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2872 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2878
2875 /* 2879 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2880 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2881 * and put them back in the map.
2878 * in the map. 2882 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2884
2889 /****************************************/ 2885 /****************************************/
2890 /* */ 2886 /* */
2891 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2893 /* */ 2889 /* */
2894 /****************************************/ 2890 /****************************************/
2895 2891
2896 enter_player_savebed(op); 2892 enter_player_savebed (op);
2897 2893
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2894 op->contr->braced = 0;
2902 save_player(op,1);
2903 2895
2904 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2899 * on the space that might harm the player.
2908 */ 2900 */
2909 will_kill_again=0; 2901 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
2913 } 2905
2914 if (will_kill_again) { 2906 if (will_kill_again)
2907 {
2915 object *force; 2908 object *force;
2916 int at; 2909 int at;
2917 2910
2918 force=get_archetype(FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2913 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2914 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2916 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2918 force->resist[at] = 100;
2926 } 2919
2927 insert_ob_in_ob(force, op); 2920 insert_ob_in_ob (force, op);
2928 fix_player(op); 2921 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2922
2923 }
2924
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2926}
3004 2927
3005 2928void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2929loot_object (object *op)
2930{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2931 object *tmp, *tmp2, *next;
3008 2932
3009 if (op->container) { /* close open sack first */ 2933 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2934
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2935 for (tmp = op->inv; tmp; tmp = next)
2936 {
3014 next=tmp->below; 2937 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2938
3016 remove_ob(tmp); 2939 if (tmp->invisible)
2940 continue;
2941
2942 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2944
3019 loot_object(tmp); 2945 if (tmp->type == CONTAINER)
3020 } 2946 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2947
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 {
3023 if(tmp->nrof>1) { 2950 if (tmp->nrof > 1)
2951 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2953 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 }
2956 else
2957 tmp->destroy ();
2958 }
3027 } else 2959 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2961 }
3032} 2962}
3033 2963
3034/* 2964/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2967 * was changed.
3038 */ 2968 */
3039 2969void
3040void fix_weight(void) { 2970fix_weight (void)
3041 player *pl; 2971{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2972 for_all_players (pl)
2973 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2975
3044 if(old == sum) 2976 if (old == sum)
3045 continue; 2977 continue;
3046 fix_player(pl->ob); 2978 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2980 }
3050} 2981}
3051 2982
2983void
3052void fix_luck(void) { 2984fix_luck (void)
3053 player *pl; 2985{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2986 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2988 pl->ob->change_luck (0);
3057} 2989}
3058
3059 2990
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3063 */ 2994 */
3064 2995void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2996cast_dust (object *op, object *throw_ob, int dir)
2997{
3066 object *skop, *spob; 2998 object *skop, *spob;
3067 2999
3068 skop = find_skill_by_name(op, throw_ob->skill); 3000 skop = find_skill_by_name (op, throw_ob->skill);
3069 3001
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3002 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3003 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3004 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3005 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3006 return;
3074 return;
3075 } 3007 }
3008
3076 spob = throw_ob->inv; 3009 spob = throw_ob->inv;
3010
3011 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3012 // not pass NULL to cast_spell (which did indeed check itself, but
3013 // errors should be reported as early as possible IMHO)
3014 if (!spob)
3015 {
3016 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3017 return;
3018 }
3019
3077 if (op->type==PLAYER && spob) 3020 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3021 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3022
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3023 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3024
3025 throw_ob->destroy ();
3026}
3027
3028void
3086void make_visible (object *op) { 3029make_visible (object *op)
3030{
3087 op->hide = 0; 3031 op->hide = 0;
3088 op->invisible = 0; 3032 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 3033 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3034 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3035 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3036 op->contr->invis_race = 0;
3037 }
3038
3039 update_object (op, UP_OBJ_CHANGE);
3040}
3041
3042int
3043is_true_undead (object *op)
3044{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3046 return 1;
3047
3105 return 0; 3048 return 0;
3106} 3049}
3107 3050
3108/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3053 * indicate greater hideability.
3111 */ 3054 */
3112 3055
3056int
3113int hideability(object *ob) { 3057hideability (object *ob)
3058{
3114 int i,level=0, mflag; 3059 int i, level = 0, mflag;
3115 sint16 x,y; 3060 sint16 x, y;
3116 3061
3117 if(!ob||!ob->map) return 0; 3062 if (!ob || !ob->map)
3063 return 0;
3118 3064
3119 /* so, on normal lighted maps, its hard to hide */ 3065 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3066 level = ob->map->darkness - 2;
3121 3067
3122 /* this also picks up whether the object is glowing. 3068 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3069 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3070 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3071 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness));
3126 3073
3127 /* scan through all nearby squares for terrain to hide in */ 3074 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3078 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue;
3081 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3083 level += 2;
3133 else /* open terrain! */ 3084 else /* open terrain! */
3134 level -= 1; 3085 level -= 1;
3135 } 3086 }
3136 3087
3137#if 0 3088#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3089 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3090#endif
3140 return level; 3091 return level;
3141} 3092}
3142 3093
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3098 */
3148 3099void
3149void do_hidden_move (object *op) { 3100do_hidden_move (object *op)
3101{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3103 object *skop;
3152 3104
3153 if(!op || !op->map) return; 3105 if (!op || !op->map)
3106 return;
3154 3107
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3109
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3111 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3112 if (!skop || num >= skop->level)
3113 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3115 make_visible (op);
3162 return; 3116 return;
3163 } else num += 20;
3164 } 3117 }
3118 else
3119 num += 20;
3120
3165 num += op->map->difficulty; 3121 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3123 num -= hide;
3124
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 {
3169 make_visible(op); 3127 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3128 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3130 }
3173 else if (op->type == PLAYER && skop) { 3131 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 3133}
3177 3134
3178/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3179 3136
3137int
3180int stand_near_hostile( object *who ) { 3138stand_near_hostile (object *who)
3139{
3181 object *tmp=NULL; 3140 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3141 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3142 maptile *m;
3184 sint16 x,y; 3143 sint16 x, y;
3185 3144
3186 if(!who) return 0; 3145 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3146 return 0;
3147
3148 if (who->type == PLAYER)
3149 player = 1;
3150
3151 else
3152 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3153
3154 /* search adjacent squares */
3155 for (i = 1; i < 9; i++)
3156 {
3157 x = who->x + freearr_x[i];
3158 y = who->y + freearr_y[i];
3159 m = who->map;
3160 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space.
3163 */
3164 if (mflags & P_OUT_OF_MAP)
3165 continue;
3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 continue;
3168
3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 {
3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3172 return 1;
3173 else if (tmp->type == PLAYER)
3174 {
3175 /*don't let a hidden DM prevent you from hiding */
3176 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3177 return 1;
3178 }
3179 }
3180 }
3181 return 0;
3216} 3182}
3217 3183
3218/* check the player los field for viewability of the 3184/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3185 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3186 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3193 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3194 * -b.t.
3229 * This function is now map tiling safe. 3195 * This function is now map tiling safe.
3230 */ 3196 */
3231 3197
3198int
3232int player_can_view (object *pl,object *op) { 3199player_can_view (object *pl, object *op)
3200{
3233 rv_vector rv; 3201 rv_vector rv;
3234 int dx,dy; 3202 int dx, dy;
3235 3203
3236 if(pl->type!=PLAYER) { 3204 if (pl->type != PLAYER)
3205 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3207 return -1;
3263 op = op->more;
3264 } 3208 }
3209
3210 if (!pl || !op)
3265 return 0; 3211 return 0;
3212
3213 op = op->head_ ();
3214
3215 get_rangevector (pl, op, &rv, 0x1);
3216
3217 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any
3219 * part that is in the los array but isnt on
3220 * a blocked los square.
3221 * we use the archetype to figure out offsets.
3222 */
3223 while (op)
3224 {
3225 dx = rv.distance_x + op->arch->clone.x;
3226 dy = rv.distance_y + op->arch->clone.y;
3227
3228 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1;
3236 op = op->more;
3237 }
3238 return 0;
3266} 3239}
3267 3240
3268/* routine for both players and monsters. We call this when 3241/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3242 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3243 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3244 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3245 * return 0.
3273 */ 3246 */
3247int
3274int action_makes_visible (object *op) { 3248action_makes_visible (object *op)
3249{
3275 3250
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3254 return 0;
3279 3255
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3281 3258
3282 /* If monsters, they should become visible */ 3259 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3263 return 1;
3286 } 3264 }
3287 } 3265 }
3288 return 0; 3266 return 0;
3289} 3267}
3290 3268
3291/* op_on_battleground - checks if the given object op (usually 3269/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3270 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3271 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3272 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3273 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3274 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3275 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3276 */
3277int
3299int op_on_battleground (object *op, int *x, int *y) { 3278op_on_battleground (object *op, int *x, int *y)
3279{
3300 object *tmp; 3280 object *tmp;
3301 3281
3302 /* A battleground-tile needs the following attributes to be valid: 3282 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3285 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3286 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3287 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3289 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3294 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3295 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 {
3315 object *invtmp; 3298 object *invtmp;
3299
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3301 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3304 if (x != NULL && y != NULL)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3306 return 1;
3307 }
3308 }
3309 }
3319 if (x != NULL && y != NULL) 3310 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3312 return 1;
3322 } 3313 }
3323 } 3314 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3315 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3316 /* If we got here, did not find a battleground */
3332 return 0; 3317 return 0;
3333} 3318}
3334 3319
3335/* 3320/*
3339 * attributes: 3324 * attributes:
3340 * object *who the dragon player 3325 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3326 * int atnr the attack-number of the ability focus
3342 * int level ability level 3327 * int level ability level
3343 */ 3328 */
3329void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3330dragon_ability_gain (object *who, int atnr, int level)
3331{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3332 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3333 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3334 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3335 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3337 int i = 0, j = 0;
3351 3338
3352 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3361 3348
3362 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3363 return; 3350 return;
3364 3351
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3353
3367 3354 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3355 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3357 return;
3371 } 3358 }
3372 3359
3373 /* everything seems okay - now bring on the gift: */ 3360 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3361 item = &(tr->item->clone);
3375 3362
3376 if (item->type == SPELL) { 3363 if (item->type == SPELL)
3364 {
3377 if (check_spell_known (who, item->name)) 3365 if (check_spell_known (who, item->name))
3378 return; 3366 return;
3379 3367
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3369 do_learn_spell (who, item, 0);
3382 return; 3370 return;
3383 } 3371 }
3384 3372
3385 /* grant direct spell */ 3373 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3374 if (item->type == SPELLBOOK)
3375 {
3387 if (!item->inv) { 3376 if (!item->inv)
3377 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3378 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3379 return;
3391 } 3380 }
3392 if (check_spell_known (who, item->inv->name)) 3381 if (check_spell_known (who, item->inv->name))
3393 return; 3382 return;
3394 if (item->invisible) { 3383 if (item->invisible)
3384 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3385 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3386 do_learn_spell (who, item->inv, 0);
3397 return; 3387 return;
3398 } 3388 }
3399 } 3389 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3390 else if (item->type == SKILL_TOOL && item->invisible)
3391 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3392 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3393 {
3402 3394
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3395 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3396 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3397 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3398 * but not all of them, he gets nothing.
3407 */ 3399 */
3408 if (!(skop->attacktype & item->attacktype)) { 3400 if (!(skop->attacktype & item->attacktype))
3401 {
3409 /* Give new attacktype */ 3402 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3403 skop->attacktype |= item->attacktype;
3411 3404
3412 /* always add physical if there's none */ 3405 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3406 skop->attacktype |= AT_PHYSICAL;
3414 3407
3415 if (item->msg != NULL) 3408 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3409 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3410
3418 /* Give player new face */ 3411 /* Give player new face */
3419 if (item->animation_id) { 3412 if (item->animation_id)
3413 {
3420 who->face = skop->face; 3414 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3415 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3416 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3417 who->last_anim = 0;
3424 who->state = 0; 3418 who->state = 0;
3425 animate_object(who, who->direction); 3419 animate_object (who, who->direction);
3426 } 3420 }
3421 }
3422 }
3427 } 3423 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3424 else if (item->type == FORCE)
3425 {
3431 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3427 object *skin;
3428
3433 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3435 skin=skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3436 if (skin == NULL) return; 3432 ;
3437 3433
3434 if (!skin)
3435 return;
3436
3438 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3439 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3441
3442 /* print message */ 3442 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3443 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3444 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3445 {
3446 if (j) 3446 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3447 {
3448 else 3448 if (j)
3449 j = 1; 3449 strcat (buf, " and ");
3450 else
3451 j = 1;
3450 strcat(buf, spellpathnames[i]); 3452 strcat (buf, spellpathnames[i]);
3451 } 3453 }
3452 } 3454 }
3453 strcat(buf,"."); 3455 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3457 }
3456 3458
3457 /* evtl. adding flags: */ 3459 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3460 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3461 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3462 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3463 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3465 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3466
3465 /* print message if there is one */ 3467 /* print message if there is one */
3466 if (item->msg != NULL) 3468 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 }
3471 else
3468 } 3472 {
3469 else {
3470 /* generate misc. treasure */ 3473 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3474 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3476 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3477 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3478 esrv_send_item (who, tmp);
3476 } 3479 }
3477} 3480}
3478 3481
3479/** 3482/**
3480 * Unready an object for a player. This function does nothing if the object was 3483 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3484 * not readied.
3482 */ 3485 */
3486void
3483void player_unready_range_ob(player *pl, object *ob) { 3487player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3485 3491
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3492 if (pl->combat_ob == ob)
3487 if (pl->ranges[i] == ob) { 3493 pl->combat_ob = 0;
3488 pl->ranges[i] = NULL; 3494
3489 if (pl->shoottype == i) { 3495 if (pl->ranged_ob == ob)
3490 pl->shoottype = range_none; 3496 pl->ranged_ob = 0;
3491 }
3492 }
3493 }
3494} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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