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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 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 1.7 2006/08/27 16:15:13 root 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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 303 }
227 304
228 /* Clears basically the entire player structure except 305 if (ob)
229 * for next and socket. 306 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->extendable_init (); //HACK
233 307
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{
234 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 335 * we deal with that below this point.
236 */ 336 */
237 p->party=NULL; 337 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 338 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 340
243#ifdef AUTOSAVE 341 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 342
245#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)
246 363 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
248 366 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 367}
300 368
301 369player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 370{
305 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
306 op->x = -1; 372 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 373}
310 374
311/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
313 * mode. 377 * mode.
314 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
315 383
316int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 385
319 p=get_player(NULL); 386 pl->ob->roll_stats ();
320 p->socket = *ns; 387 pl->ob->stats.wc = 2;
321 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... */
322 if(p->socket.faces_sent == NULL) 389
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 390 set_first_map (pl->ob);
331 391
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 392 return pl;
339} 393}
340 394
341/* 395/*
342 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
345 */ 399 */
400archetype *
346archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
347{ 402{
348 archetype *start = at; 403 archetype *start = at;
404
349 for (;;) { 405 for (;;)
406 {
350 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
351 at=first_archetype; 408 at = first_archetype;
352 else 409 else
353 at=at->next; 410 at = at->next;
411
354 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
355 return at; 413 return at;
414
356 if (at == start) { 415 if (at == start)
416 {
357 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 418 exit (-1);
359 } 419 }
360 } 420 }
361} 421}
362 422
363 423object *
364object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
365 object *op = NULL; 426 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 427 objectlink *ol;
368 unsigned lastdist; 428 unsigned lastdist;
369 rv_vector rv; 429 rv_vector rv;
370 430
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
376 */ 437 */
377 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 {
378 object *tmp=ol->ob; 440 object *tmp = ol->ob;
379 441
380 /* 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
381 * itself will have been cleared. 443 * itself will have been cleared.
382 */ 444 */
383 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 ());
384 ol = ol->next; 447 ol = ol->next;
385 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
386 if (!ol) return op; 449 if (!ol)
387 } 450 return op;
451 }
388 452
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
395 */ 459 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 461 continue;
398 462
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
408 op=pl->ob; 464 {
465 op = ol->ob;
409 lastdist=rv.distance; 466 lastdist = rv.distance;
467 }
410 } 468 }
411 } 469
412 } 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
413#if 0 478#if 0
414 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)");
415#endif 480#endif
416 return op; 481 return op;
417} 482}
418 483
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 502 * is probably not a good thing.
438 */ 503 */
439#define MAX_SPACES 50 504#define MAX_SPACES 50
440
441 505
442/* 506/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 525 * is blocking itself.
462 */ 526 */
527int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
464 rv_vector rv; 530 rv_vector rv;
465 sint16 x,y; 531 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
468 534
469 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
470 536
471 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 538 return 0;
724}
725 539
726void 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));
727 546
728 op->contr->write_buf[0]='\0'; 547 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 548 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 549 return 0;
731}
732 550
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
733void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
734 if (party == NULL) { 760 if (party == NULL)
761 {
735 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);
736 return; 763 return;
737 } 764 }
765
738 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
741 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:");
742} 770}
743
744 771
745/* 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
746int roll_stat(void) { 774roll_stat (void)
775{
747 int a[4],i,j,k; 776 int a[4], i, j, k;
748 777
749 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
751 780
752 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 782 if (a[i] < k)
754 k=a[i],j=i; 783 k = a[i], j = i;
755 784
756 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 786 if (i != j)
758 k+=a[i]; 787 k += a[i];
759 } 788
760 return k; 789 return k;
761} 790}
762 791
763void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
764 int sum=0; 799 int sum = 0;
765 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
767 802
768 do { 803 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 804 break;
770 op->stats.Dex=roll_stat(); 805 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 806
781 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 809
790 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 812
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 813 stats.exp = 0;
821 op->stats.ac=0; 814 stats.ac = 0;
822 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
823 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
826 825
827 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
828 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
832} 858}
833 859
834void Roll_Again(object *op) 860static void
861start_info (object *op)
835{ 862{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
844 864
845 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 869}
953 870
954/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
958 * not the class. 875 * not the class.
959 */ 876 */
960 877void
961int key_change_class(object *op, char key) 878player::chargen_race_done ()
962{ 879{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
977 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
979 889
980 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
981 891
982 if (op->msg) { 892 if (ob->msg)
983 free_string(op->msg); 893 ob->msg = 0;
984 op->msg=NULL;
985 }
986 894
987 /* 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
988 * to save here. 896 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 897 */
1029 898 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1101 next = mp->next; 902 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 903
1103 delete_map(mp); 904 start_info (ob);
1104 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1105 906 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 915 {
1108 play_again(op); 916 object *tmp;
1109 return 1; 917 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 970flee_player (object *op)
971{
1113 int dir,diff; 972 int dir, diff;
1114 rv_vector rv; 973 rv_vector rv;
1115 974
1116 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 979 return;
1120 } 980 }
1121 981
1122 if(op->enemy==NULL) { 982 if (op->enemy == NULL)
983 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 984 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 986 return;
1126 } 987 }
1127 988
1128 /* Seen some crashes here. Since we don't store an 989 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 990 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 991 * actual enemy, and the object is recycled.
1131 */ 992 */
1132 if (op->enemy->map == NULL) { 993 if (op->enemy->map == NULL)
994 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 995 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 996 op->enemy = NULL;
1135 return; 997 return;
1136 } 998 }
1137 999
1138 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 {
1139 op->enemy=NULL; 1002 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1004 return;
1142 } 1005 }
1006
1143 get_rangevector(op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1144 1008
1145 dir=absdir(4+rv.direction); 1009 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1010 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1020 op->enemy = NULL;
1156} 1021}
1157
1158 1022
1159/* 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.
1160 * 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
1161 * stop. 1025 * stop.
1162 */ 1026 */
1027int
1163int check_pick(object *op) { 1028check_pick (object *op)
1029{
1164 object *tmp, *next; 1030 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1031 int stop = 0;
1167 int j, k, wvratio; 1032 int wvratio;
1168 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1169
1170 1034
1171 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1173 return 1; 1037 return 1;
1174 1038
1175 op_tag = op->count;
1176
1177 next = op->below; 1039 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1040
1181 /* 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
1182 * destroyed */ 1042 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1184 { 1044 {
1185 tmp = next; 1045 tmp = next;
1186 next = tmp->below; 1046 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1047
1190 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1191 return 0; 1049 return 0;
1192 1050
1193 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1194 continue; 1052 continue;
1195 1053
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1055 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1057 pick_up (op, tmp);
1200 continue; 1058 continue;
1201 } 1059 }
1202 1060
1203 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1205 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1065 {
1207 case 1: pick_up (op, tmp); 1066 case 0:
1208 return 1; 1067 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1068 case 1:
1210 return 0; 1069 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1070 return 1;
1212 case 4: pick_up (op, tmp); 1071 case 2:
1213 break; 1072 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1073 return 0;
1215 stop = 1; 1074 case 3:
1216 break; 1075 return 0; /* stop before pickup */
1217 case 6: 1076 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1220 pick_up(op, tmp); 1079 case 5:
1221 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;
1222 1087
1223 case 7: 1088 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1090 pick_up (op, tmp);
1226 break; 1091 break;
1227 1092
1228 default: 1093 default:
1229 /* use value density */ 1094 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1233 >= op->contr->mode) 1098 }
1234 pick_up(op,tmp); 1099 }
1235 } 1100 else
1236 } 1101 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1240 { 1104 {
1241 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1251 1115
1252 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1253 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1254 { 1118 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1256 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1258 { 1122 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1261 } 1125 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1352#if 0
1267 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1269 { 1355 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1357 }
1272 { 1358 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1279 } 1367 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1368
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1369 return !stop;
1443} 1370}
1444 1371
1445/* 1372/*
1446 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1375 * found object is returned.
1449 */ 1376 */
1377object *
1450object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1451{ 1379{
1452 object *tmp = NULL; 1380 object *tmp = 0;
1453 1381
1454 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1459 return op; 1386 return op;
1387
1460 return tmp; 1388 return tmp;
1461} 1389}
1462 1390
1463/* 1391/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1396 */
1469 1397object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1399{
1472 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1474 1402
1475 if (!type) 1403 if (!type)
1476 return NULL; 1404 return NULL;
1477 1405
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1409 {
1410 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1412 if (i > betterby)
1484 tmp = ntmp; 1413 {
1485 betterby = i; 1414 tmp = ntmp;
1486 } 1415 betterby = i;
1416 }
1417 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1488 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1422 {
1491 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1424 {
1493 return arrow; 1425 *better = 100;
1494 } else { 1426 return arrow;
1495 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1432 }
1498 } else { 1433 }
1434 else
1435 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1500 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1441 {
1442 tmp = arrow;
1504 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;
1505 } 1444 }
1506 } 1445 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1447 {
1448 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1450 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1452 {
1453 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1455 }
1456 }
1457 }
1515 } 1458 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1460 return find_arrow (op, type);
1520 1461
1521 *better = betterby; 1462 *better = betterby;
1522 return tmp; 1463 return tmp;
1523} 1464}
1524 1465
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1468 * op = the shooter
1528 * type = bow->race 1469 * type = bow->race
1529 * dir = fire direction 1470 * dir = fire direction
1530 */ 1471 */
1531 1472object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1533{ 1474{
1534 object *tmp = NULL; 1475 object *tmp = NULL;
1535 mapstruct *m; 1476 maptile *m;
1536 int i, mflags, found, number; 1477 int i, mflags, found, number;
1537 sint16 x, y; 1478 sint16 x, y;
1538 1479
1539 if (op->map == NULL) 1480 if (op->map == NULL)
1540 return find_arrow(op, type); 1481 return find_arrow (op, type);
1541 1482
1542 /* do a dex check */ 1483 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1486 return find_arrow (op, type);
1546 1487
1547 m = op->map; 1488 m = op->map;
1548 x = op->x; 1489 x = op->x;
1549 y = op->y; 1490 y = op->y;
1550 1491
1551 /* find the first target */ 1492 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1553 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1557 tmp = NULL; 1500 tmp = NULL;
1558 break; 1501 break;
1502 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1506 * perhaps a bad assumption.
1562 */ 1507 */
1563 tmp = NULL; 1508 tmp = NULL;
1564 break; 1509 break;
1565 } 1510 }
1566 if (mflags & P_IS_ALIVE) { 1511 if (mflags & P_IS_ALIVE)
1512 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1515 {
1570 break; 1516 found++;
1571 } 1517 break;
1518 }
1572 if (found) 1519 if (found)
1573 break; 1520 break;
1574 } 1521 }
1575 } 1522 }
1576 if (tmp == NULL) 1523 if (tmp == NULL)
1577 return find_arrow(op, type); 1524 return find_arrow (op, type);
1578 1525
1579 if (tmp->head) 1526 if (tmp->head)
1580 tmp = tmp->head; 1527 tmp = tmp->head;
1581 1528
1582 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1583} 1530}
1584 1531
1585/* 1532/*
1586 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1537 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1540 * player fire modes.
1594 */ 1541 */
1542int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1544{
1598 object *left, *bow; 1545 object *left, *bow;
1599 tag_t left_tag, tag; 1546 int mflags;
1600 int bowspeed, mflags; 1547 maptile *m;
1601 mapstruct *m;
1602 1548
1603 if (!dir) { 1549 if (!dir)
1550 {
1604 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!");
1605 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1606 } 1558 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1562 */
1614 if(bow->type==BOW) 1563 if (bow->type == BOW)
1615 break; 1564 break;
1616 1565
1617 if (!bow) { 1566 if (!bow)
1567 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1569 return 0;
1620 } 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
1621 } 1579 }
1580
1622 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1623 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);
1624 return 0; 1584 return 0;
1625 } 1585 }
1626 1586
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1637 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1594 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1643 return 0; 1597 return 0;
1644 } 1598 }
1645 } 1599 }
1600
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1603 return 0;
1649 } 1604
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1651 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.");
1652 return 0; 1608 return 0;
1653 } 1609 }
1654 1610
1655 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1661 1617
1662 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1666 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);
1667 bow->race); 1623 return 0;
1668 return 0;
1669 } 1624 }
1670 set_owner(arrow, op); 1625
1671 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1628 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1629
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1687 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1689 1636
1690 /* Note that this was different for monsters - they got their level 1637#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1638 if (player *pl = op->contr)
1692 */
1693 1639 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1640 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1654 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) + 1656 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1657
1704 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1708 1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1709 if (op->type == PLAYER) { 1663 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1664 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1666 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1720 arrow->level = op->level; 1675 arrow->level = op->level;
1721 } 1676 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1677
1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1723 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1682 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1683
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1690
1731 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);
1732 tag = arrow->count; 1692 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1693
1735 if (!was_destroyed(arrow, tag)) 1694 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1695 move_arrow (arrow);
1737 1696
1738 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1698 {
1699 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1700 esrv_del_item (op->contr, left->count);
1741 else 1701 else
1742 esrv_send_item(op, left); 1702 esrv_send_item (op, left);
1743 } 1703 }
1704
1744 return 1; 1705 return 1;
1745} 1706}
1746 1707
1747/* Special fire code for players - this takes into 1708/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1709 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1710 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1711 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1712 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1713 * hence the function name.
1753 */ 1714 */
1715int
1754int player_fire_bow(object *op, int dir) 1716player_fire_bow (object *op, int dir)
1755{ 1717{
1756 int ret=0, wcmod=0; 1718 int ret = 0, wcmod = 0;
1757 1719
1758 if (op->contr->bowtype == bow_bestarrow) { 1720 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1721 {
1760 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);
1761 dir, 0, op->x, op->y); 1723 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1727 wcmod = -1;
1728
1765 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);
1766 op->x, op->y); 1730 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1731 else if (op->contr->bowtype == bow_threewide)
1732 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1737 else if (op->contr->bowtype == bow_spreadshot)
1738 {
1772 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);
1773 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);
1774 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);
1775 1742 }
1776 } else { 1743 else
1744 {
1777 /* Simple case */ 1745 /* Simple case */
1778 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);
1779 } 1747 }
1748
1780 return ret; 1749 return ret;
1781} 1750}
1782
1783 1751
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1786 */ 1754 */
1755void
1787void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1788{ 1757{
1789 object *item; 1758 object *item = op->contr->ranged_ob;
1790 1759
1791 if (!op->contr->ranges[range_misc]) { 1760 if (!item)
1761 {
1792 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.");
1793 return; 1763 return;
1794 } 1764 }
1795 1765
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1766 if (!item->inv)
1767 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1769 return;
1800 } 1770 }
1801 if (item->type == WAND) { 1771
1802 if(item->stats.food<=0) { 1772 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1773 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1786 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1810 if (item->type== ROD) 1791 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1793 else
1813 else 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1795
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1796 return;
1817 } 1797 }
1818 } 1798 }
1819 1799
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1801 {
1821 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 */
1822 if (item->type == WAND) { 1803 if (item->type == WAND)
1804 {
1823 if (!(--item->stats.food)) { 1805 if (!(--item->stats.food))
1824 object *tmp; 1806 {
1825 if (item->arch) { 1807 object *tmp;
1808
1809 if (item->arch)
1810 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1828 item->speed = 0; 1813 item->set_speed (0);
1829 update_ob_speed(item); 1814 }
1830 } 1815
1831 if ((tmp=is_player_inv(item))) 1816 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1818 }
1834 } 1819 }
1835 else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1821 drain_rod_charge (item);
1837 }
1838 } 1822 }
1839} 1823}
1840 1824
1841/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1842 */ 1826 */
1827bool
1843void fire(object *op,int dir) { 1828fire (object *op, int dir)
1829{
1844 int spellcost=0; 1830 int spellcost = 0;
1845 1831
1846 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1833 if (action_makes_visible (op))
1834 make_visible (op);
1848 1835
1849 switch(op->contr->shoottype) { 1836 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1837
1853 case range_bow: 1838 if (pl->golem)
1854 player_fire_bow(op, dir); 1839 {
1855 return; 1840 control_golem (op->contr->golem, dir);
1856 1841 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1842 }
1872 else 1843
1873 control_golem(op->contr->ranges[range_golem], dir); 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1874 return; 1847 return false;
1875 1848
1876 case range_skill: 1849 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1850 return false;
1884 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:
1885 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1886 return; 1869 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1893 1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879
1880 return true;
1881}
1894 1882
1895/* find_key 1883/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1888 * pl is the player,
1901 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1904 */ 1892 */
1905 1893object *
1906object * find_key(object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1907{ 1895{
1908 object *tmp,*key; 1896 object *tmp, *key;
1909 1897
1910 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1899 if (!container->inv)
1900 return 0;
1912 1901
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1916 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1918 */ 1909 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1911 break;
1921 } 1912 }
1913
1922 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1917 * a key, return
1926 */ 1918 */
1927 if (!tmp) { 1919 if (!tmp)
1920 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1929 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1924 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1933 }
1933 } 1934
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1936 * see if we actually want to use it
1938 */ 1937 */
1939 if (pl!=container) { 1938 if (pl != container)
1939 {
1940 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1941 if (!pl->contr)
1942 return NULL;
1942 /* cases where this fails: 1943 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1944 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1945 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1946 * If the container is not active, return now since only active
1946 * containers can be used. 1947 * containers can be used.
1947 * If we only search keyrings and the container does not have 1948 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1949 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1950 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1951 * inv must have been an container and must have been active.
1951 * 1952 *
1952 * Change the color so that the message doesn't disappear with 1953 * Change the color so that the message doesn't disappear with
1953 * all the others. 1954 * all the others.
1954 */ 1955 */
1955 if (pl->contr->usekeys == key_inventory || 1956 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1959 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1962 return NULL;
1964 } 1963 }
1965 } 1964 }
1965
1966 return tmp; 1966 return tmp;
1967} 1967}
1968 1968
1969/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1971 * such that the caller should not do anything more,
1972 * 0 otherwise 1972 * 0 otherwise
1973 */ 1973 */
1974static int
1974static int player_attack_door(object *op, object *door) 1975player_attack_door (object *op, object *door)
1975{ 1976{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1980 */ 1980 */
1981 object *key=find_key(op, op, door); 1981 object *key = find_key (op, op, door);
1982 1982
1983 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1984 if (key) { 1984 if (key)
1985 {
1985 object *container=key->env; 1986 object *container = key->env;
1986 1987
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1989
1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1989 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
1990 if (door->type == DOOR) { 1996 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1998 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1999 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2002 }
2003
1998 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2001 if (container != op) 2007 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2003 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2011 }
2004 } else if (door->type==LOCKED_DOOR) { 2012 else if (door->type == LOCKED_DOOR)
2013 {
2005 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2016 return 1;
2008 } 2017 }
2018
2009 return 0; 2019 return 0;
2010} 2020}
2011 2021
2012/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2017 */ 2027 */
2018 2028bool
2019void move_player_attack(object *op, int dir) 2029move_player_attack (object *op, int dir)
2020{ 2030{
2021 object *tmp, *mon, *tpl;
2022 sint16 nx, ny;
2023 int on_battleground; 2031 int on_battleground;
2024 mapstruct *m;
2025 2032
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2030 2035
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2032 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
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2054 * move_ob uses.
2041 */ 2055 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 2057
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2061 * on the space
2059 */ 2062 */
2060 while (tmp!=NULL) { 2063 object *mon;
2061 if (tmp == op) { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 2065 {
2063 continue; 2066 if ((mon->flag [FLAG_ALIVE]
2067 || mon->type == LOCKED_DOOR
2068 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op)
2070 break;
2064 } 2071 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2072
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2074 return false; /* into a wall */
2076 2075
2077 if(mon->head != NULL)
2078 mon = mon->head; 2076 mon = mon->head_ ();
2079 2077
2080 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)
2081 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 }
2082 2085
2083 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2091 * and thus will not push them.
2089 */ 2092 */
2090 2093
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2094 */ 2097 */
2095 if ((op->type==PLAYER) 2098 if (op->type == PLAYER
2096#if COZY_SERVER 2099 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 2101 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2103 {
2108 /* 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 */
2109 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
2110 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);
2111 (void) push_ob(mon,dir,op); 2113 push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2127 * attack them either.
2120 */ 2128 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 2131 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2136 {
2137 --op->speed_left;
2138
2139 if (!op->contr->braced)
2130 )) { 2140 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2142 push_ob (mon, dir, op);
2134 } else { 2143 }
2144 else
2135 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 }
2136 } 2152 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2155 */
2143 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
2144 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2146 } 2164 make_visible (op);
2147 2165
2166 return true;
2167 }
2168 }
2148 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2174 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2181
2159 /* If the player hasn't hit something this tick, and does 2182 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2183
2167 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 }
2168 } 2189 }
2169 2190
2170 skill_attack(mon, op, 0, NULL, NULL); 2191 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2192}
2188 2193
2194bool
2189int move_player(object *op,int dir) { 2195move_player (object *op, int dir)
2196{
2190 int pick; 2197 int pick;
2191 object *transport = op->contr->transport;
2192 2198
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2245}
2256 2246
2257/* 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
2258 * new client/server stuff. 2248 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2250 * the new speed values for commands.
2261 * 2251 *
2262 * 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.
2263 */ 2255 */
2256bool
2264int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2265{ 2258{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2260 {
2261 if (op->speed_left > 0.f)
2262 {
2263 --op->speed_left;
2264 flee_player (op);
2290 2265
2291 /* I've been seeing crashes where the golem has been destroyed, but 2266 return true;
2292 * the player object still points to the defunct golem. The code that 2267 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2268 else
2294 * put this in a a workaround to clean up the golem pointer. 2269 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2270 }
2302 2271
2303 /* 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
2304 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2274 * called, so we recheck it here.
2306 */ 2275 */
2307 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2277 return true;
2309 2278
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2280 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2281
2320 else return 0; 2282 return false;
2321 } 2283}
2284
2285int
2286save_life (object *op)
2287{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2289 return 0;
2323}
2324 2290
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2296
2336 query_name(tmp));
2337 if (op->contr) 2297 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2298 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2299
2340 free_object(tmp); 2300 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2342 if(op->stats.hp<0) 2303 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2305
2344 if(op->stats.food<0) 2306 if (op->stats.food < 0)
2345 op->stats.food = 999; 2307 op->stats.food = 999;
2346 fix_player(op); 2308
2309 op->update_stats ();
2347 return 1; 2310 return 1;
2348 } 2311 }
2312
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2316 return 0;
2353} 2317}
2354 2318
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2322 * from.
2359 */ 2323 */
2324void
2360void remove_unpaid_objects(object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2361{ 2326{
2362 object *next;
2363
2364 while (op) { 2327 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2328 {
2366 * we remove object 'op' 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2330
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2332 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2344
2382/* 2345/*
2383 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2349 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2350 * but there isn't one in the server directory.
2388 */ 2351 */
2352char *
2389char *gravestone_text (object *op) 2353gravestone_text (object *op)
2390{ 2354{
2391 static char buf2[MAX_BUF]; 2355 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2356 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2357 time_t now = time (NULL);
2394 2358
2395 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2362 else
2399 sprintf (buf, "%s\n", op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2366 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2403 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);
2404 else 2369 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2373 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2374 if (op->type == PLAYER)
2375 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2378 strcat (buf2, buf);
2412 } 2379 }
2380
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2416 return buf2; 2385 return buf2;
2417} 2386}
2418 2387
2419 2388void
2420
2421void do_some_living(object *op) { 2389do_some_living (object *op)
2390{
2422 int last_food=op->stats.food; 2391 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2392 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2393 int over_hp, over_sp, over_grace;
2425 int i; 2394 int i;
2426 int rate_hp = 1200; 2395 int rate_hp = 1200;
2427 int rate_sp = 2500; 2396 int rate_sp = 2500;
2428 int rate_grace = 2000; 2397 int rate_grace = 2000;
2429 const int max_hp = 1; 2398 const int max_hp = 1;
2430 const int max_sp = 1; 2399 const int max_sp = 1;
2431 const int max_grace = 1; 2400 const int max_grace = 1;
2432 2401
2433 if (op->contr->outputs_sync) { 2402 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2403 {
2435 if (op->contr->outputs[i].buf!=NULL && 2404 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2405 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2420
2440 if(op->contr->state==ST_PLAYING) { 2421 if (op->contr->ns->state == ST_PLAYING)
2441 2422 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2425 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 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
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2560 /* dms do not consume food */ 2565 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2567 op->stats.food--;
2563 } 2568 }
2564 2569
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2571 {
2572 object *tmp, *flesh = 0;
2567 2573
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2571 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.");
2572 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2583 break;
2575 } 2584 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2586 flesh = tmp;
2578 } /* end of for loop */ 2587 } /* End if paid for object */
2588 } /* end of for loop */
2589
2579 /* 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
2580 * eat flesh instead. 2591 * eat flesh instead.
2581 */ 2592 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2583 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.");
2584 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2585 } 2597 }
2586 } /* end if player is starving */ 2598 }
2587 2599
2588 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2590 2602
2591 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))
2592 kill_player(op); 2604 kill_player (op);
2605 }
2593} 2606}
2594
2595
2596 2607
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2611 * file.
2601 */ 2612 */
2613void
2602void kill_player(object *op) 2614kill_player (object *op)
2603{ 2615{
2604 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2605 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2607 int z; 2622 /* int z;
2608 int num_stats_lose; 2623 int num_stats_lose;
2609 int lost_a_stat; 2624 int lost_a_stat;
2610 int lose_this_stat; 2625 int lose_this_stat;
2611 int this_stat; 2626 int this_stat; */
2612 int will_kill_again; 2627 int will_kill_again;
2613 archetype *at; 2628 archetype *at;
2614 object *tmp; 2629 object *tmp;
2615 2630
2616 if(save_life(op)) 2631 if (save_life (op))
2617 return; 2632 return;
2618 2633
2619 2634
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2637 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2638 */
2624 if (op_on_battleground(op, &x, &y)) { 2639 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2640 {
2626 "You have been defeated in combat!"); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2643
2629
2630 /* restore player */ 2644 /* restore player */
2631 at = find_archetype("poisoning"); 2645 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2647 {
2634 remove_ob(tmp); 2648 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2650 }
2638 2651
2639 at = find_archetype("confusion"); 2652 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2654 {
2642 remove_ob(tmp); 2655 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2657 }
2646 2658
2647 cure_disease(op,0); /* remove any disease */ 2659 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2661 if (op->stats.food <= 0)
2650 2662 op->stats.food = 999;
2663
2651 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2666 {
2655 sprintf(buf,"%s's finger",op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2668 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2672 tmp->msg = buf;
2661 tmp->msg=add_string(buf); 2673 tmp->value = 0, tmp->type = 0;
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2674 tmp->materialname = "organics";
2663 tmp->materialname = NULL; 2675 tmp->insert_at (op, tmp);
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2676 }
2677
2668 /* teleport defeated player to new destination*/ 2678 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2680 op->contr->braced = 0;
2671 return; 2681 return;
2672 } 2682 }
2673 2683
2674 INVOKE_PLAYER (DEATH, op->contr); 2684 INVOKE_PLAYER (DEATH, op->contr);
2675 2685
2676 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2677 2687
2678 if(op->stats.food<0) { 2688 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2689 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2691 strcpy (op->contr->killer, "starvation");
2687 } 2692 }
2688 else { 2693 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2694 sprintf (buf, "%s died.", &op->name);
2696 } 2695
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2697
2699 /* save the map location for corpse, gravestone*/ 2698 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2699 x = op->x;
2700 y = op->y;
2701 map = op->map;
2701 2702
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2706 */
2708 2707
2709 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2710 * of death.
2712 */ 2711 */
2713#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2713 if (settings.balanced_stat_loss)
2714 {
2715 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2717 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2720 little bit harder. */
2721 /* GD */ 2721 /* GD */
2722 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2723 num_stats_lose = 1;
2724 else 2724 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2726 }
2727 else
2727 num_stats_lose = 1; 2728 num_stats_lose = 1;
2728 } 2729
2729 lost_a_stat = 0; 2730 lost_a_stat = 0;
2730 2731
2731 for (z=0; z<num_stats_lose; z++) { 2732 for (z = 0; z < num_stats_lose; z++)
2733 {
2732 i = RANDOM() % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
2733 2735
2734 if (settings.stat_loss_on_death) { 2736 if (settings.stat_loss_on_death)
2737 {
2735 /* 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
2736 * what he lost. 2739 * what he lost.
2737 */ 2740 */
2738 change_attr_value(&(op->stats), i,-1); 2741 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2742 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2744 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2746 lost_a_stat = 1;
2744 } else { 2747 }
2748 else
2749 {
2745 /* deplete a stat */ 2750 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2751 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
2748 2756 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2757 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2758 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2759 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2796 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2797 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2798 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2800 * difference.
2789 */ 2801 */
2790 if (this_stat>=-50) { 2802 if (this_stat >= -50)
2803 {
2791 change_attr_value(&(dep->stats), i, -1); 2804 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2805 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2807 op->update_stats ();
2795 lost_a_stat = 1; 2808 lost_a_stat = 1;
2796 } 2809 }
2797 } 2810 }
2811 }
2798 } 2812 }
2799 }
2800 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2814 if (!lost_a_stat)
2802 { 2815 {
2803 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2817 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2818 const char *god = determine_god (op);
2819
2806 if (god && (strcmp(god, "none"))) 2820 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2822 else
2809 " you.", god); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2827#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2828
2818 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2830 * exp loss on the stone.
2820 */ 2831 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2834 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2836 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2838 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2839 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2841
2835 /**************************************/ 2842 /**************************************/
2836 /* */ 2843 /* */
2837 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
2840 /* */ 2847 /* */
2841 /**************************************/ 2848 /**************************************/
2842 2849
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2850 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2851 /* restore player */
2845 at = find_archetype("poisoning"); 2852 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2853 tmp = present_arch_in_ob (at, op);
2854
2847 if (tmp) { 2855 if (tmp)
2848 remove_ob(tmp); 2856 {
2849 free_object(tmp); 2857 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2859 }
2852 2860
2853 at = find_archetype("confusion"); 2861 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2862 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2863 if (tmp)
2856 remove_ob(tmp); 2864 {
2857 free_object(tmp); 2865 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2867 }
2868
2860 cure_disease(op,0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
2861 2870
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2872 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2878
2869 /* 2879 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2881 * and put them back in the map.
2872 * in the map. 2882 */
2873 */
2874
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2884
2883 /****************************************/ 2885 /****************************************/
2884 /* */ 2886 /* */
2885 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2887 /* */ 2889 /* */
2888 /****************************************/ 2890 /****************************************/
2889 2891
2890 enter_player_savebed(op); 2892 enter_player_savebed (op);
2891 2893
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2894 op->contr->braced = 0;
2896 save_player(op,1);
2897 2895
2898 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2899 * on the space that might harm the player.
2902 */ 2900 */
2903 will_kill_again=0; 2901 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
2907 } 2905
2908 if (will_kill_again) { 2906 if (will_kill_again)
2907 {
2909 object *force; 2908 object *force;
2910 int at; 2909 int at;
2911 2910
2912 force=get_archetype(FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2913 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2914 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2916 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2918 force->resist[at] = 100;
2920 } 2919
2921 insert_ob_in_ob(force, op); 2920 insert_ob_in_ob (force, op);
2922 fix_player(op); 2921 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2922
2923 }
2924
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2926}
2998 2927
2999 2928void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2929loot_object (object *op)
2930{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2931 object *tmp, *tmp2, *next;
3002 2932
3003 if (op->container) { /* close open sack first */ 2933 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2934
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2935 for (tmp = op->inv; tmp; tmp = next)
2936 {
3008 next=tmp->below; 2937 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2938
3010 remove_ob(tmp); 2939 if (tmp->invisible)
2940 continue;
2941
2942 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2944
3013 loot_object(tmp); 2945 if (tmp->type == CONTAINER)
3014 } 2946 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2947
3016 || 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 {
3017 if(tmp->nrof>1) { 2950 if (tmp->nrof > 1)
2951 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2953 tmp2->destroy ();
3020 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 }
3021 } else 2959 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2961 }
3026} 2962}
3027 2963
3028/* 2964/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2967 * was changed.
3032 */ 2968 */
3033 2969void
3034void fix_weight(void) { 2970fix_weight (void)
3035 player *pl; 2971{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2972 for_all_players (pl)
2973 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2975
3038 if(old == sum) 2976 if (old == sum)
3039 continue; 2977 continue;
3040 fix_player(pl->ob); 2978 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 2980 }
3044} 2981}
3045 2982
2983void
3046void fix_luck(void) { 2984fix_luck (void)
3047 player *pl; 2985{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2986 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2988 pl->ob->change_luck (0);
3051} 2989}
3052
3053 2990
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3057 */ 2994 */
3058
3059void 2995void
3060cast_dust (object * op, object * throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3061{ 2997{
3062 object *skop, *spob; 2998 object *skop, *spob;
3063 2999
3064 skop = find_skill_by_name (op, throw_ob->skill); 3000 skop = find_skill_by_name (op, throw_ob->skill);
3065 3001
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3002 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3003 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3004 {
3069 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);
3070 op->name);
3071 return; 3006 return;
3072 } 3007 }
3073 3008
3074 spob = throw_ob->inv; 3009 spob = throw_ob->inv;
3075 3010
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3011 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 3012 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 3013 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3014 if (!spob)
3080 { 3015 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3016 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 3017 return;
3084 } 3018 }
3085 3019
3086 if (op->type == PLAYER) 3020 if (op->type == PLAYER)
3087 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);
3088 3022
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3023 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3024
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3025 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3026}
3095 3027
3028void
3096void make_visible (object *op) { 3029make_visible (object *op)
3030{
3097 op->hide = 0; 3031 op->hide = 0;
3098 op->invisible = 0; 3032 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 3033 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3034 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3035 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 3048 return 0;
3116} 3049}
3117 3050
3118/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3053 * indicate greater hideability.
3121 */ 3054 */
3122 3055
3056int
3123int hideability(object *ob) { 3057hideability (object *ob)
3058{
3124 int i,level=0, mflag; 3059 int i, level = 0, mflag;
3125 sint16 x,y; 3060 sint16 x, y;
3126 3061
3127 if(!ob||!ob->map) return 0; 3062 if (!ob || !ob->map)
3063 return 0;
3128 3064
3129 /* so, on normal lighted maps, its hard to hide */ 3065 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3066 level = ob->map->darkness - 2;
3131 3067
3132 /* this also picks up whether the object is glowing. 3068 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3070 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3071 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness));
3136 3073
3137 /* scan through all nearby squares for terrain to hide in */ 3074 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3078 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue;
3081 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3083 level += 2;
3143 else /* open terrain! */ 3084 else /* open terrain! */
3144 level -= 1; 3085 level -= 1;
3145 } 3086 }
3146 3087
3147#if 0 3088#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3089 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3090#endif
3150 return level; 3091 return level;
3151} 3092}
3152 3093
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3098 */
3158 3099void
3159void do_hidden_move (object *op) { 3100do_hidden_move (object *op)
3101{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3103 object *skop;
3162 3104
3163 if(!op || !op->map) return; 3105 if (!op || !op->map)
3106 return;
3164 3107
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3109
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3111 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3112 if (!skop || num >= skop->level)
3113 {
3170 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!");
3171 make_visible(op); 3115 make_visible (op);
3172 return; 3116 return;
3173 } else num += 20;
3174 } 3117 }
3118 else
3119 num += 20;
3120
3175 num += op->map->difficulty; 3121 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3123 num -= hide;
3124
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 {
3179 make_visible(op); 3127 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3128 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3130 }
3183 else if (op->type == PLAYER && skop) { 3131 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3133}
3187 3134
3188/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3189 3136
3137int
3190int stand_near_hostile( object *who ) { 3138stand_near_hostile (object *who)
3139{
3191 object *tmp=NULL; 3140 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3141 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3142 maptile *m;
3194 sint16 x,y; 3143 sint16 x, y;
3195 3144
3196 if(!who) return 0; 3145 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 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;
3226} 3182}
3227 3183
3228/* check the player los field for viewability of the 3184/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3185 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3194 * -b.t.
3239 * This function is now map tiling safe. 3195 * This function is now map tiling safe.
3240 */ 3196 */
3241 3197
3198int
3242int player_can_view (object *pl,object *op) { 3199player_can_view (object *pl, object *op)
3200{
3243 rv_vector rv; 3201 rv_vector rv;
3244 int dx,dy; 3202 int dx, dy;
3245 3203
3246 if(pl->type!=PLAYER) { 3204 if (pl->type != PLAYER)
3205 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3207 return -1;
3273 op = op->more;
3274 } 3208 }
3209
3210 if (!pl || !op)
3275 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;
3276} 3239}
3277 3240
3278/* routine for both players and monsters. We call this when 3241/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3242 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3243 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3244 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3245 * return 0.
3283 */ 3246 */
3247int
3284int action_makes_visible (object *op) { 3248action_makes_visible (object *op)
3249{
3285 3250
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3254 return 0;
3289 3255
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3291 3258
3292 /* If monsters, they should become visible */ 3259 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3294 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");
3295 return 1; 3263 return 1;
3296 } 3264 }
3297 } 3265 }
3298 return 0; 3266 return 0;
3299} 3267}
3300 3268
3301/* op_on_battleground - checks if the given object op (usually 3269/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3270 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3271 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3272 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3273 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3274 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3275 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3276 */
3277int
3309int op_on_battleground (object *op, int *x, int *y) { 3278op_on_battleground (object *op, int *x, int *y)
3279{
3310 object *tmp; 3280 object *tmp;
3311 3281
3312 /* A battleground-tile needs the following attributes to be valid: 3282 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3285 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3286 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3287 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3289 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3294 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3295 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3298 object *invtmp;
3299
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3301 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3310 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3312 return 1;
3332 } 3313 }
3333 } 3314 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3315 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3316 /* If we got here, did not find a battleground */
3342 return 0; 3317 return 0;
3343} 3318}
3344 3319
3345/* 3320/*
3349 * attributes: 3324 * attributes:
3350 * object *who the dragon player 3325 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3326 * int atnr the attack-number of the ability focus
3352 * int level ability level 3327 * int level ability level
3353 */ 3328 */
3329void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3330dragon_ability_gain (object *who, int atnr, int level)
3331{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3332 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3333 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3334 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3335 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3337 int i = 0, j = 0;
3361 3338
3362 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3371 3348
3372 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3373 return; 3350 return;
3374 3351
3375 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++);
3376 tr = tr->next, i++); 3353
3377 3354 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3355 {
3379 /* 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]); */
3380 return; 3357 return;
3381 } 3358 }
3382 3359
3383 /* everything seems okay - now bring on the gift: */ 3360 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3361 item = &(tr->item->clone);
3385 3362
3386 if (item->type == SPELL) { 3363 if (item->type == SPELL)
3364 {
3387 if (check_spell_known (who, item->name)) 3365 if (check_spell_known (who, item->name))
3388 return; 3366 return;
3389 3367
3390 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);
3391 do_learn_spell (who, item, 0); 3369 do_learn_spell (who, item, 0);
3392 return; 3370 return;
3393 } 3371 }
3394 3372
3395 /* grant direct spell */ 3373 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3374 if (item->type == SPELLBOOK)
3375 {
3397 if (!item->inv) { 3376 if (!item->inv)
3377 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3378 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3379 return;
3401 } 3380 }
3402 if (check_spell_known (who, item->inv->name)) 3381 if (check_spell_known (who, item->inv->name))
3403 return; 3382 return;
3404 if (item->invisible) { 3383 if (item->invisible)
3384 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3386 do_learn_spell (who, item->inv, 0);
3407 return; 3387 return;
3408 } 3388 }
3409 } 3389 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3390 else if (item->type == SKILL_TOOL && item->invisible)
3391 {
3411 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 {
3412 3394
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3395 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3396 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3397 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3398 * but not all of them, he gets nothing.
3417 */ 3399 */
3418 if (!(skop->attacktype & item->attacktype)) { 3400 if (!(skop->attacktype & item->attacktype))
3401 {
3419 /* Give new attacktype */ 3402 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3403 skop->attacktype |= item->attacktype;
3421 3404
3422 /* always add physical if there's none */ 3405 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3406 skop->attacktype |= AT_PHYSICAL;
3424 3407
3425 if (item->msg != NULL) 3408 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3409 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3410
3428 /* Give player new face */ 3411 /* Give player new face */
3429 if (item->animation_id) { 3412 if (item->animation_id)
3413 {
3430 who->face = skop->face; 3414 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3415 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3416 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3417 who->last_anim = 0;
3434 who->state = 0; 3418 who->state = 0;
3435 animate_object(who, who->direction); 3419 animate_object (who, who->direction);
3436 } 3420 }
3421 }
3422 }
3437 } 3423 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3424 else if (item->type == FORCE)
3425 {
3441 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3427 object *skin;
3428
3443 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3432 ;
3447 3433
3434 if (!skin)
3435 return;
3436
3448 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3439 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3441
3452 /* print message */ 3442 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3443 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3444 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3445 {
3456 if (j) 3446 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3447 {
3458 else 3448 if (j)
3459 j = 1; 3449 strcat (buf, " and ");
3450 else
3451 j = 1;
3460 strcat(buf, spellpathnames[i]); 3452 strcat (buf, spellpathnames[i]);
3461 } 3453 }
3462 } 3454 }
3463 strcat(buf,"."); 3455 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3457 }
3466 3458
3467 /* evtl. adding flags: */ 3459 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3460 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3461 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3462 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3463 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3465 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3466
3475 /* print message if there is one */ 3467 /* print message if there is one */
3476 if (item->msg != NULL) 3468 if (item->msg != NULL)
3477 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
3478 } 3472 {
3479 else {
3480 /* generate misc. treasure */ 3473 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3474 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3476 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3477 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3478 esrv_send_item (who, tmp);
3486 } 3479 }
3487} 3480}
3488 3481
3489/** 3482/**
3490 * 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
3491 * not readied. 3484 * not readied.
3492 */ 3485 */
3486void
3493void player_unready_range_ob(player *pl, object *ob) { 3487player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3495 3491
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3492 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3493 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3494
3499 if (pl->shoottype == i) { 3495 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3496 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 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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