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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->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->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 303 }
229 304
230 /* Clears basically the entire player structure except 305 if (ob)
231 * for next and socket. 306 ob->close_container (); //TODO: client-specific
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
236 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 337 * we deal with that below this point.
238 */ 338 */
239 p->party=NULL; 339 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 342
245#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 344
247#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
248 365 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
250 368 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 369}
302 370
303 371player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 372{
307 strcpy(op->contr->maplevel, first_map_path); 373 /* Clear item stack */
308 op->x = -1; 374 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 375}
312 376
313/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
315 * mode. 379 * mode.
316 */ 380 */
381player *
382player::create ()
383{
384 player *pl = new player;
317 385
318int add_player(NewSocket *ns) { 386 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 387
321 p=get_player(NULL); 388 pl->ob->roll_stats ();
322 p->socket = *ns; 389 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 390 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 391
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 392 set_first_map (pl->ob);
333 393
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 394 return pl;
341} 395}
342 396
343/* 397/*
344 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
347 */ 401 */
402archetype *
348archetype *get_player_archetype(archetype* at) 403get_player_archetype (archetype *at)
349{ 404{
350 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
351 for (;;) { 407 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 408 {
363} 409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
364 413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
365 418
419object *
366object *get_nearest_player(object *mon) { 420get_nearest_player (object *mon)
421{
367 object *op = NULL; 422 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 423 objectlink *ol;
370 unsigned lastdist; 424 unsigned lastdist;
371 rv_vector rv; 425 rv_vector rv;
372 426
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 {
374 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
378 */ 433 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
380 object *tmp=ol->ob; 436 object *tmp = ol->ob;
381 437
382 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 439 * itself will have been cleared.
384 */ 440 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
386 ol = ol->next; 443 ol = ol->next;
387 remove_friendly_object(tmp); 444 remove_friendly_object (tmp);
388 if (!ol) return op; 445 if (!ol)
389 } 446 return op;
447 }
390 448
391 /* Remove special check for player from this. First, it looks to cause 449 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 451 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 452 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 453 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 454 * on_same_map check, as can_detect_enemy also does this
397 */ 455 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 456 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 457 continue;
400 458
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
410 op=pl->ob; 460 {
461 op = ol->ob;
411 lastdist=rv.distance; 462 lastdist = rv.distance;
463 }
412 } 464 }
413 } 465
414 } 466 for_all_players (pl)
467 if (can_detect_enemy (mon, pl->ob, &rv))
468 if (lastdist > rv.distance)
469 {
470 op = pl->ob;
471 lastdist = rv.distance;
472 }
473
415#if 0 474#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 476#endif
418 return op; 477 return op;
419} 478}
420 479
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 480/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 481 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 482 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 498 * is probably not a good thing.
440 */ 499 */
441#define MAX_SPACES 50 500#define MAX_SPACES 50
442
443 501
444/* 502/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 518 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 519 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 520 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 521 * is blocking itself.
464 */ 522 */
523int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 524path_to_player (object *mon, object *pl, unsigned mindiff)
525{
466 rv_vector rv; 526 rv_vector rv;
467 sint16 x,y; 527 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 529 maptile *m, *lastmap;
470 530
471 get_rangevector(mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
472 532
473 if (rv.distance<mindiff) return 0; 533 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 534 return 0;
726}
727 535
728void confirm_password(object *op) { 536 x = mon->x;
537 y = mon->y;
538 m = mon->map;
539 dir = rv.direction;
540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 542
730 op->contr->write_buf[0]='\0'; 543 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 544 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 545 return 0;
733}
734 546
547 while (diff > 1 && max > 0)
548 {
549 lastx = x;
550 lasty = y;
551 lastmap = m;
552 x = lastx + freearr_x[dir];
553 y = lasty + freearr_y[dir];
554
555 mflags = get_map_flags (m, &m, x, y, &x, &y);
556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
557
558 /* Space is blocked - try changing direction a little */
559 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
560 && (m == mon->map && blocked_link (mon, m, x, y))))
561 {
562 /* recalculate direction from last good location. Possible
563 * we were not traversing ideal location before.
564 */
565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
566 if (rv.direction != dir)
567 {
568 /* OK - says direction should be different - lets reset the
569 * the values so it will try again.
570 */
571 x = lastx;
572 y = lasty;
573 m = lastmap;
574 dir = firstdir = rv.direction;
575 }
576 else
577 {
578 /* direct path is blocked - try taking a side step to
579 * either the left or right.
580 * Note increase the values in the loop below to be
581 * more than -1/1 respectively will mean the monster takes
582 * bigger detour. Have to be careful about these values getting
583 * too big (3 or maybe 4 or higher) as the monster may just try
584 * stepping back and forth
585 */
586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 {
588 if (i == 0)
589 continue; /* already did this, so skip it */
590 /* Use lastdir here - otherwise,
591 * since the direction that the creature should move in
592 * may change, you could get infinite loops.
593 * ie, player is northwest, but monster can only
594 * move west, so it does that. It goes some distance,
595 * gets blocked, finds that it should move north,
596 * can't do that, but now finds it can move east, and
597 * gets back to its original point. lastdir contains
598 * the last direction the creature has successfully
599 * moved.
600 */
601
602 x = lastx + freearr_x[absdir (lastdir + i)];
603 y = lasty + freearr_y[absdir (lastdir + i)];
604 m = lastmap;
605 mflags = get_map_flags (m, &m, x, y, &x, &y);
606 if (mflags & P_OUT_OF_MAP)
607 continue;
608 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
609 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610 continue;
611 if (mflags & P_BLOCKSVIEW)
612 continue;
613
614 if (m == mon->map && blocked_link (mon, m, x, y))
615 break;
616 }
617 /* go through entire loop without finding a valid
618 * sidestep to take - thus, no valid path.
619 */
620 if (i == (DETOUR_AMOUNT + 1))
621 return 0;
622 diff--;
623 lastdir = dir;
624 max--;
625 if (!firstdir)
626 firstdir = dir + i;
627 } /* else check alternate directions */
628 } /* if blocked */
629 else
630 {
631 /* we moved towards creature, so diff is less */
632 diff--;
633 max--;
634 lastdir = dir;
635 if (!firstdir)
636 firstdir = dir;
637 }
638
639 if (diff <= 1)
640 {
641 /* Recalculate diff (distance) because we may not have actually
642 * headed toward player for entire distance.
643 */
644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
646 }
647
648 if (diff > max)
649 return 0;
650 }
651
652 /* If we reached the max, didn't find a direction in time */
653 if (!max)
654 return 0;
655
656 return firstdir;
657}
658
659void
660give_initial_items (object *pl, treasurelist * items)
661{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666
667 for (op = pl->inv; op; op = next)
668 {
669 next = op->below;
670
671 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way
673 */
674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
675 SET_FLAG (op, FLAG_APPLIED);
676
677 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions
679 */
680 if (pl->type == PLAYER)
681 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
683 (op->type == ARMOUR || op->type == BOOTS ||
684 op->type == CLOAK || op->type == HELMET ||
685 op->type == SHIELD || op->type == GLOVES ||
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 {
688 op->destroy ();
689 continue;
690 }
691 }
692
693 /* This really needs to be better - we should really give
694 * a substitute spellbook. The problem is that we don't really
695 * have a good idea what to replace it with (need something like
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */
699 if (op->type == SPELLBOOK || op->type == SKILL)
700 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 {
709 op->destroy ();
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
711 continue;
712 }
713
714 if (op->nrof > 1)
715 op->nrof = 1;
716 }
717
718 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722
723 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be
725 * merged properly.
726 */
727 if (need_identify (op))
728 {
729 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED);
732 }
733 if (op->type == SPELL)
734 {
735 op->destroy ();
736 continue;
737 }
738 else if (op->type == SKILL)
739 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0;
742 op->level = 1;
743 }
744 /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */
748
749 /* Need to set up the skill pointers */
750 link_player_skills (pl);
751}
752
753void
735void get_party_password(object *op, partylist *party) { 754get_party_password (object *op, partylist *party)
755{
736 if (party == NULL) { 756 if (party == NULL)
757 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 759 return;
739 } 760 }
761
740 op->contr->write_buf[0]='\0'; 762 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 766}
745
746 767
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int
748int roll_stat(void) { 770roll_stat (void)
771{
749 int a[4],i,j,k; 772 int a[4], i, j, k;
750 773
751 for(i=0;i<4;i++) 774 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 775 a[i] = (int) rndm (6) + 1;
753 776
754 for(i=0,j=0,k=7;i<4;i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 778 if (a[i] < k)
756 k=a[i],j=i; 779 k = a[i], j = i;
757 780
758 for(i=0,k=0;i<4;i++) { 781 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 782 if (i != j)
760 k+=a[i]; 783 k += a[i];
761 } 784
762 return k; 785 return k;
763} 786}
764 787
765void roll_stats(object *op) { 788void
789object::roll_stats ()
790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
766 int sum=0; 795 int sum = 0;
767 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
769 798
770 do { 799 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 800 break;
772 op->stats.Dex=roll_stat(); 801 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 802
783 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 805
792 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 808
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 809 stats.exp = 0;
823 op->stats.ac=0; 810 stats.ac = 0;
824 811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
825 op->contr->levhp[1] = 9; 818 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 819 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 820 contr->levgrace[1] = 3;
828 821
829 fix_player(op); 822 contr->orig_stats = stats;
823 }
824}
825
826void
827object::swap_stats (int a, int b)
828{
829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
830
831 for (int i = 0; i < NUM_STATS; ++i)
832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
830 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
833 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
834} 854}
835 855
836void Roll_Again(object *op) 856static void
857start_info (object *op)
837{ 858{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
846 860
847 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 865}
955 866
956/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
960 * not the class. 871 * not the class.
961 */ 872 */
962 873void
963int key_change_class(object *op, char key) 874player::chargen_race_done ()
964{ 875{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 878
979 /* Lauwenmark : Here we handle the BORN global event */ 879 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
981 882
982 /* Lauwenmark : We then generate a LOGIN event */ 883 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 884 INVOKE_PLAYER (LOGIN, ob->contr);
885
984 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
985 887
986 if (op->msg) { 888 if (ob->msg)
987 free_string(op->msg); 889 ob->msg = 0;
988 op->msg=NULL;
989 }
990 890
991 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
992 * to save here. 892 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 893 */
1033 894 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1103 next = mp->next; 898 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 899
1105 delete_map(mp); 900 start_info (ob);
1106 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1107 902 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1109 } 911 {
1110 play_again(op); 912 object *tmp;
1111 return 1; 913 char mapname[MAX_BUF];
1112}
1113 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1114void flee_player(object *op) { 966flee_player (object *op)
967{
1115 int dir,diff; 968 int dir, diff;
1116 rv_vector rv; 969 rv_vector rv;
1117 970
1118 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 975 return;
1122 } 976 }
1123 977
1124 if(op->enemy==NULL) { 978 if (op->enemy == NULL)
979 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 980 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 982 return;
1128 } 983 }
1129 984
1130 /* Seen some crashes here. Since we don't store an 985 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 986 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 987 * actual enemy, and the object is recycled.
1133 */ 988 */
1134 if (op->enemy->map == NULL) { 989 if (op->enemy->map == NULL)
990 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 992 op->enemy = NULL;
1137 return; 993 return;
1138 } 994 }
1139 995
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
1141 op->enemy=NULL; 998 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1000 return;
1144 } 1001 }
1002
1145 get_rangevector(op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1146 1004
1147 dir=absdir(4+rv.direction); 1005 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1006 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return;
1012 }
1013
1155 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1016 op->enemy = NULL;
1158} 1017}
1159
1160 1018
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1021 * stop.
1164 */ 1022 */
1023int
1165int check_pick(object *op) { 1024check_pick (object *op)
1025{
1166 object *tmp, *next; 1026 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1027 int stop = 0;
1169 int j, k, wvratio; 1028 int wvratio;
1170 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1171
1172 1030
1173 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1175 return 1; 1033 return 1;
1176 1034
1177 op_tag = op->count;
1178
1179 next = op->below; 1035 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1036
1183 /* loop while there are items on the floor that are not marked as 1037 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1038 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1186 { 1040 {
1187 tmp = next; 1041 tmp = next;
1188 next = tmp->below; 1042 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1043
1192 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1193 return 0; 1045 return 0;
1194 1046
1195 if ( ! can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1196 continue; 1048 continue;
1197 1049
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1051 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1052 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1053 pick_up (op, tmp);
1202 continue; 1054 continue;
1203 } 1055 }
1204 1056
1205 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1207 switch (op->contr->mode) { 1060 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1061 {
1209 case 1: pick_up (op, tmp); 1062 case 0:
1210 return 1; 1063 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1064 case 1:
1212 return 0; 1065 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1066 return 1;
1214 case 4: pick_up (op, tmp); 1067 case 2:
1215 break; 1068 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1069 return 0;
1217 stop = 1; 1070 case 3:
1218 break; 1071 return 0; /* stop before pickup */
1219 case 6: 1072 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1073 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1074 break;
1222 pick_up(op, tmp); 1075 case 5:
1223 break; 1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1224 1083
1225 case 7: 1084 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1085 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1086 pick_up (op, tmp);
1228 break; 1087 break;
1229 1088
1230 default: 1089 default:
1231 /* use value density */ 1090 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1093 pick_up (op, tmp);
1235 >= op->contr->mode) 1094 }
1236 pick_up(op,tmp); 1095 }
1237 } 1096 else
1238 } 1097 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1099 if (op->contr->mode & PU_DEBUG)
1242 { 1100 {
1243 /* some debugging code to figure out item information */ 1101 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1102 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1105 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1108
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1253 1111
1254 sprintf(putstring,"...flags: "); 1112 /* philosophy:
1255 for(k=0;k<4;k++) 1113 * It's easy to grab an item type from a pile, as long as it's
1256 { 1114 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1115 * and selections, select-items should be used. This is a
1258 { 1116 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1117 * example.
1260 { 1118 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1119 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1120 * convert to decimal and then 'pickup <#>
1263 } 1121 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue;
1148
1149 /* ignore known cursed objects */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1151 continue;
1152
1153 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD)
1157 {
1158 pick_up (op, tmp);
1159 continue;
1160 }
1161
1162 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 {
1216 if (tmp->type == MONEY || tmp->type == GEM)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1268#if 0 1348#if 0
1269 /* print the flags too */ 1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1350 if (tmp->name != NULL)
1271 { 1351 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1352 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1353 }
1274 { 1354 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1358#endif
1359 continue;
1360 }
1361 }
1362 } /* the new pickup model */
1281 } 1363 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1364
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1365 return !stop;
1445} 1366}
1446 1367
1447/* 1368/*
1448 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1370 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1371 * found object is returned.
1451 */ 1372 */
1373object *
1452object *find_arrow(object *op, const char *type) 1374find_arrow (object *op, const char *type)
1453{ 1375{
1454 object *tmp = NULL; 1376 object *tmp = 0;
1455 1377
1456 for(op=op->inv; op; op=op->below) 1378 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1381 else if (op->type == ARROW && op->race == type)
1461 return op; 1382 return op;
1383
1462 return tmp; 1384 return tmp;
1463} 1385}
1464 1386
1465/* 1387/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1392 */
1471 1393object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1395{
1474 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1476 1398
1477 if (!type) 1399 if (!type)
1478 return NULL; 1400 return NULL;
1479 1401
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1403 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1405 {
1406 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1407 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1408 if (i > betterby)
1486 tmp = ntmp; 1409 {
1487 betterby = i; 1410 tmp = ntmp;
1488 } 1411 betterby = i;
1412 }
1413 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1490 /* allways prefer assasination/slaying */ 1416 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1418 {
1493 if (arrow->attacktype & AT_DEATH) { 1419 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1420 {
1495 return arrow; 1421 *better = 100;
1496 } else { 1422 return arrow;
1497 tmp = arrow; 1423 }
1424 else
1425 {
1426 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1428 }
1500 } else { 1429 }
1430 else
1431 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433 {
1502 attacktype = 1<<attacknum; 1434 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1437 {
1438 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1440 }
1508 } 1441 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1443 {
1444 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1445 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1446 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1448 {
1449 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1450 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1451 }
1452 }
1453 }
1517 } 1454 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1455 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1456 return find_arrow (op, type);
1522 1457
1523 *better = betterby; 1458 *better = betterby;
1524 return tmp; 1459 return tmp;
1525} 1460}
1526 1461
1527/* looks in a given direction, finds the first valid target, and calls 1462/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1464 * op = the shooter
1530 * type = bow->race 1465 * type = bow->race
1531 * dir = fire direction 1466 * dir = fire direction
1532 */ 1467 */
1533 1468object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1535{ 1470{
1536 object *tmp = NULL; 1471 object *tmp = NULL;
1537 mapstruct *m; 1472 maptile *m;
1538 int i, mflags, found, number; 1473 int i, mflags, found, number;
1539 sint16 x, y; 1474 sint16 x, y;
1540 1475
1541 if (op->map == NULL) 1476 if (op->map == NULL)
1542 return find_arrow(op, type); 1477 return find_arrow (op, type);
1543 1478
1544 /* do a dex check */ 1479 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1480 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1482 return find_arrow (op, type);
1548 1483
1549 m = op->map; 1484 m = op->map;
1550 x = op->x; 1485 x = op->x;
1551 y = op->y; 1486 y = op->y;
1552 1487
1553 /* find the first target */ 1488 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1555 x += freearr_x[dir]; 1491 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1492 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1559 tmp = NULL; 1496 tmp = NULL;
1560 break; 1497 break;
1498 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1502 * perhaps a bad assumption.
1564 */ 1503 */
1565 tmp = NULL; 1504 tmp = NULL;
1566 break; 1505 break;
1567 } 1506 }
1568 if (mflags & P_IS_ALIVE) { 1507 if (mflags & P_IS_ALIVE)
1508 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1510 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1511 {
1572 break; 1512 found++;
1573 } 1513 break;
1514 }
1574 if (found) 1515 if (found)
1575 break; 1516 break;
1576 } 1517 }
1577 } 1518 }
1578 if (tmp == NULL) 1519 if (tmp == NULL)
1579 return find_arrow(op, type); 1520 return find_arrow (op, type);
1580 1521
1581 if (tmp->head) 1522 if (tmp->head)
1582 tmp = tmp->head; 1523 tmp = tmp->head;
1583 1524
1584 return find_better_arrow(op, tmp, type, &i); 1525 return find_better_arrow (op, tmp, type, &i);
1585} 1526}
1586 1527
1587/* 1528/*
1588 * Creature fires a bow - op can be monster or player. Returns 1529 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1530 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1533 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1534 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1535 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1536 * player fire modes.
1596 */ 1537 */
1538int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1540{
1600 object *left, *bow; 1541 object *left, *bow;
1601 tag_t left_tag, tag; 1542 int mflags;
1602 int bowspeed, mflags; 1543 maptile *m;
1603 mapstruct *m;
1604 1544
1605 if (!dir) { 1545 if (!dir)
1546 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1608 } 1554 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1615 */ 1558 */
1616 if(bow->type==BOW) 1559 if (bow->type == BOW)
1617 break; 1560 break;
1618 1561
1619 if (!bow) { 1562 if (!bow)
1563 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1565 return 0;
1622 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1623 } 1575 }
1576
1624 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1580 return 0;
1627 } 1581 }
1628 1582
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1583 if (arrow == NULL)
1584 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1639 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1590 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1645 return 0; 1593 return 0;
1646 } 1594 }
1647 } 1595 }
1596
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1598 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1599 return 0;
1651 } 1600
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1604 return 0;
1655 } 1605 }
1656 1606
1657 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1608 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1609 {
1610 arrow->destroy ();
1611 return 0;
1612 }
1663 1613
1664 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1616 if (!arrow)
1617 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1619 return 0;
1670 return 0;
1671 } 1620 }
1672 set_owner(arrow, op); 1621
1673 if (arrow->skill) free_string(arrow->skill); 1622 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1623 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1624 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1625
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1629
1689 if (arrow->slaying != NULL) 1630 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1691 1632
1692 /* Note that this was different for monsters - they got their level 1633#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1634 if (player *pl = op->contr)
1694 */
1695 1635 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1700 /* update the speed */ 1650 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1652 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1653
1706 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1710 1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1711 if (op->type == PLAYER) { 1659 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1662 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1722 arrow->level = op->level; 1671 arrow->level = op->level;
1723 } 1672 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1725 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1678 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1679
1729 arrow->map = m; 1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1686
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1689
1737 if (!was_destroyed(arrow, tag)) 1690 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1691 move_arrow (arrow);
1739 1692
1740 if (op->type == PLAYER) { 1693 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1694 {
1695 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1743 else 1697 else
1744 esrv_send_item(op, left); 1698 esrv_send_item (op, left);
1745 } 1699 }
1700
1746 return 1; 1701 return 1;
1747} 1702}
1748 1703
1749/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1705 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1706 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1707 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1708 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1709 * hence the function name.
1755 */ 1710 */
1711int
1756int player_fire_bow(object *op, int dir) 1712player_fire_bow (object *op, int dir)
1757{ 1713{
1758 int ret=0, wcmod=0; 1714 int ret = 0, wcmod = 0;
1759 1715
1760 if (op->contr->bowtype == bow_bestarrow) { 1716 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1717 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1719 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1723 wcmod = -1;
1724
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1726 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1738 }
1778 } else { 1739 else
1740 {
1779 /* Simple case */ 1741 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1743 }
1744
1782 return ret; 1745 return ret;
1783} 1746}
1784
1785 1747
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1788 */ 1750 */
1751void
1789void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1790{ 1753{
1791 object *item; 1754 object *item = op->contr->ranged_ob;
1792 1755
1793 if (!op->contr->ranges[range_misc]) { 1756 if (!item)
1757 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1759 return;
1796 } 1760 }
1797 1761
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1762 if (!item->inv)
1763 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1765 return;
1802 } 1766 }
1803 if (item->type == WAND) { 1767
1804 if(item->stats.food<=0) { 1768 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1769 return;
1808 } 1770
1771 if (item->type == WAND)
1772 {
1773 if (item->stats.food <= 0)
1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1778 return;
1779 }
1780 }
1809 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1812 if (item->type== ROD) 1787 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1789 else
1815 else 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1791
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1792 return;
1819 } 1793 }
1820 } 1794 }
1821 1795
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1825 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1826 object *tmp; 1802 {
1827 if (item->arch) { 1803 object *tmp;
1804
1805 if (item->arch)
1806 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1830 item->speed = 0; 1809 item->set_speed (0);
1831 update_ob_speed(item); 1810 }
1832 } 1811
1833 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1814 }
1836 } 1815 }
1837 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1817 drain_rod_charge (item);
1839 }
1840 } 1818 }
1841} 1819}
1842 1820
1843/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1844 */ 1822 */
1823bool
1845void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1846 int spellcost=0; 1826 int spellcost = 0;
1847 1827
1848 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1850 1831
1851 switch(op->contr->shoottype) { 1832 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1833
1855 case range_bow: 1834 if (pl->golem)
1856 player_fire_bow(op, dir); 1835 {
1857 return; 1836 control_golem (op->contr->golem, dir);
1858 1837 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1838 }
1874 else 1839
1875 control_golem(op->contr->ranges[range_golem], dir); 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1876 return; 1843 return false;
1877 1844
1878 case range_skill: 1845 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1846 return false;
1886 case range_builder: 1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1856 player_fire_bow (op, dir);
1857 break;
1858
1859 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861 break;
1862
1863 case BUILDER:
1887 apply_map_builder( op, dir ); 1864 apply_map_builder (op, dir);
1888 return; 1865 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1895 1870
1871 default:
1872 fire_misc_object (op, dir);
1873 break;
1874 }
1875
1876 return true;
1877}
1896 1878
1897/* find_key 1879/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1884 * pl is the player,
1903 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1906 */ 1888 */
1907 1889object *
1908object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1909{ 1891{
1910 object *tmp,*key; 1892 object *tmp, *key;
1911 1893
1912 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1914 1897
1915 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1918 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1920 */ 1905 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1907 break;
1923 } 1908 }
1909
1924 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1913 * a key, return
1928 */ 1914 */
1929 if (!tmp) { 1915 if (!tmp)
1916 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1931 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1921 {
1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1924 }
1925 }
1926
1927 if (!tmp)
1928 return NULL;
1934 } 1929 }
1935 } 1930
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1932 * see if we actually want to use it
1940 */ 1933 */
1941 if (pl!=container) { 1934 if (pl != container)
1935 {
1942 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1944 /* cases where this fails: 1939 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1941 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1948 * containers can be used. 1943 * containers can be used.
1949 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1953 * 1948 *
1954 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1955 * all the others. 1950 * all the others.
1956 */ 1951 */
1957 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1955 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1958 return NULL;
1966 } 1959 }
1967 } 1960 }
1961
1968 return tmp; 1962 return tmp;
1969} 1963}
1970 1964
1971/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1974 * 0 otherwise 1968 * 0 otherwise
1975 */ 1969 */
1970static int
1976static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1977{ 1972{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1982 */ 1976 */
1983 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1984 1978
1985 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1986 if (key) { 1980 if (key)
1981 {
1987 object *container=key->env; 1982 object *container = key->env;
1988 1983
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1992 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1997 "You open the door with the %s", query_short_name(key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1998 }
1999
2000 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2003 if (container != op) 2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2005 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
2006 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
2007 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2012 return 1;
2010 } 2013 }
2014
2011 return 0; 2015 return 0;
2012} 2016}
2013 2017
2014/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2019 */ 2023 */
2020 2024bool
2021void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2022{ 2026{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 2027 int on_battleground;
2026 mapstruct *m;
2027 2028
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2032 2031
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2034 2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042
2035 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2050 * move_ob uses.
2043 */ 2051 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2052 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2053
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2057 * on the space
2061 */ 2058 */
2062 while (tmp!=NULL) { 2059 object *mon;
2063 if (tmp == op) { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2061 {
2065 continue; 2062 if ((mon->flag [FLAG_ALIVE]
2063 || mon->type == LOCKED_DOOR
2064 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op)
2066 break;
2066 } 2067 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2070 return false; /* into a wall */
2078 2071
2079 if(mon->head != NULL)
2080 mon = mon->head; 2072 mon = mon->head_ ();
2081 2073
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2079 return true;
2080 }
2084 2081
2085 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2087 * and thus will not push them.
2091 */ 2088 */
2092 2089
2093 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2096 */ 2093 */
2097 if ((op->type==PLAYER) 2094 if (op->type == PLAYER
2098#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2097 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2099 {
2110 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2101 if (op->contr->braced)
2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2109 push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 2110
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return true;
2115 }
2116 else
2117 return false;
2118 }
2119
2118 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2123 * attack them either.
2122 */ 2124 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2127 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2132 {
2133 --op->speed_left;
2134
2135 if (!op->contr->braced)
2132 )) { 2136 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2138 push_ob (mon, dir, op);
2136 } else { 2139 }
2140 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145
2146 return true;
2147 }
2138 } 2148 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2151 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2155 {
2156 --op->speed_left;
2157
2146 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2148 } 2160 make_visible (op);
2149 2161
2162 return true;
2163 }
2164 }
2150 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2170 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2173 {
2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 {
2176 --op->contr->weapon_sp_left;
2160 2177
2161 /* If the player hasn't hit something this tick, and does 2178 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2179
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 if (action_makes_visible (op))
2181 make_visible (op);
2182
2183 return true;
2184 }
2170 } 2185 }
2171 2186
2172 skill_attack(mon, op, 0, NULL, NULL); 2187 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2188}
2190 2189
2190bool
2191int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2192 int pick; 2193 int pick;
2193 object *transport = op->contr->transport;
2194 2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 bool retval;
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on)
2219 retval = fire (op, dir);
2220 else
2221 {
2222 retval = move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239
2240 return retval;
2257} 2241}
2258 2242
2259/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2244 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2246 * the new speed values for commands.
2263 * 2247 *
2264 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2265 */ 2251 */
2252bool
2266int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2267{ 2254{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2260 flee_player (op);
2292 2261
2293 /* I've been seeing crashes where the golem has been destroyed, but 2262 return true;
2294 * the player object still points to the defunct golem. The code that 2263 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2264 else
2296 * put this in a a workaround to clean up the golem pointer. 2265 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2266 }
2304 2267
2305 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2270 * called, so we recheck it here.
2308 */ 2271 */
2309 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2273 return true;
2311 2274
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2276 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2277
2322 else return 0; 2278 return false;
2323 } 2279}
2280
2281int
2282save_life (object *op)
2283{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2285 return 0;
2325}
2326 2286
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2292
2338 query_name(tmp));
2339 if (op->contr) 2293 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2295
2342 free_object(tmp); 2296 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2344 if(op->stats.hp<0) 2299 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2346 if(op->stats.food<0) 2302 if (op->stats.food < 0)
2347 op->stats.food = 999; 2303 op->stats.food = 999;
2348 fix_player(op); 2304
2305 op->update_stats ();
2349 return 1; 2306 return 1;
2350 } 2307 }
2308
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2312 return 0;
2355} 2313}
2356 2314
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2315/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2316 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2317 * function will descend into containers. op is the object to start the search
2360 * from. 2318 * from.
2361 */ 2319 */
2320void
2362void remove_unpaid_objects(object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2363{ 2322{
2364 object *next;
2365
2366 while (op) { 2323 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2324 {
2368 * we remove object 'op' 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2326
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2328 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339}
2383 2340
2384/* 2341/*
2385 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2345 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2346 * but there isn't one in the server directory.
2390 */ 2347 */
2348char *
2391char *gravestone_text (object *op) 2349gravestone_text (object *op)
2392{ 2350{
2393 static char buf2[MAX_BUF]; 2351 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2352 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2353 time_t now = time (NULL);
2396 2354
2397 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2358 else
2401 sprintf (buf, "%s\n", op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2362 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2365 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2369 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2370 if (op->type == PLAYER)
2371 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2374 strcat (buf2, buf);
2414 } 2375 }
2376
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2418 return buf2; 2381 return buf2;
2419} 2382}
2420 2383
2421 2384void
2422
2423void do_some_living(object *op) { 2385do_some_living (object *op)
2386{
2424 int last_food=op->stats.food; 2387 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2388 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2389 int over_hp, over_sp, over_grace;
2427 int i; 2390 int i;
2428 int rate_hp = 1200; 2391 int rate_hp = 1200;
2429 int rate_sp = 2500; 2392 int rate_sp = 2500;
2430 int rate_grace = 2000; 2393 int rate_grace = 2000;
2431 const int max_hp = 1; 2394 const int max_hp = 1;
2432 const int max_sp = 1; 2395 const int max_sp = 1;
2433 const int max_grace = 1; 2396 const int max_grace = 1;
2434 2397
2435 if (op->contr->outputs_sync) { 2398 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 {
2437 if (op->contr->outputs[i].buf!=NULL && 2400 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2440 } 2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2441 2416
2442 if(op->contr->state==ST_PLAYING) { 2417 if (op->contr->ns->state == ST_PLAYING)
2443 2418 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2421 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2423 else
2424 {
2425 gen_hp = op->stats.maxhp;
2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2427 }
2428
2429 if (op->contr->gen_sp >= 0)
2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2431 else
2432 {
2433 gen_sp = op->stats.maxsp;
2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2435 }
2436
2437 if (op->contr->gen_grace >= 0)
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else
2440 {
2441 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486
2487 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0)
2490 {
2491 if (op->stats.grace < op->stats.maxgrace / 2)
2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2494 if (max_grace > 1)
2495 {
2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2497 if (over_grace > 0)
2498 {
2499 op->stats.sp += over_grace
2500 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2501 op->last_grace = 0;
2502 }
2503 else
2504 {
2505 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506 }
2507 }
2508 else
2509 {
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 }
2512 /* wearing stuff doesn't detract from grace generation. */
2513 }
2514
2515 /* Regenerate Hit Points */
2516 if (--op->last_heal < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 {
2524 op->stats.food--;
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 }
2549 }
2550
2551 /* Digestion */
2552 if (--op->last_eat < 0)
2553 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2558 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2562 /* dms do not consume food */ 2561 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2563 op->stats.food--;
2565 } 2564 }
2566 2565
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2567 {
2568 object *tmp, *flesh = 0;
2569 2569
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2577 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2579 break;
2577 } 2580 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2581 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2582 flesh = tmp;
2580 } /* end of for loop */ 2583 } /* End if paid for object */
2584 } /* end of for loop */
2585
2581 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2587 * eat flesh instead.
2583 */ 2588 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2592 manual_apply (op, flesh, 0);
2587 } 2593 }
2588 } /* end if player is starving */ 2594 }
2589 2595
2590 while(op->stats.food<0&&op->stats.hp>0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2592 2598
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2600 kill_player (op);
2601 }
2595} 2602}
2596
2597
2598 2603
2599/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2607 * file.
2603 */ 2608 */
2609void
2604void kill_player(object *op) 2610kill_player (object *op)
2605{ 2611{
2606 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2607 int x,y,i; 2613 int x, y;
2614
2615 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2617
2609 int z; 2618 /* int z;
2610 int num_stats_lose; 2619 int num_stats_lose;
2611 int lost_a_stat; 2620 int lost_a_stat;
2612 int lose_this_stat; 2621 int lose_this_stat;
2613 int this_stat; 2622 int this_stat; */
2614 int will_kill_again; 2623 int will_kill_again;
2615 archetype *at; 2624 archetype *at;
2616 object *tmp; 2625 object *tmp;
2617 2626
2618 if(save_life(op)) 2627 if (save_life (op))
2619 return; 2628 return;
2620 2629
2621 2630
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2632 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2633 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2634 */
2626 if (op_on_battleground(op, &x, &y)) { 2635 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2636 {
2628 "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2639
2631
2632 /* restore player */ 2640 /* restore player */
2633 at = find_archetype("poisoning"); 2641 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2643 {
2636 remove_ob(tmp); 2644 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2646 }
2640 2647
2641 at = find_archetype("confusion"); 2648 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2650 {
2644 remove_ob(tmp); 2651 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2653 }
2648 2654
2649 cure_disease(op,0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2657 if (op->stats.food <= 0)
2652 2658 op->stats.food = 999;
2659
2653 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2662 {
2657 sprintf(buf,"%s's finger",op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2664 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2668 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2669 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2671 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2672 }
2673
2670 /* teleport defeated player to new destination*/ 2674 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2676 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2677 return;
2678 }
2679 2679
2680 INVOKE_PLAYER (DEATH, op->contr);
2681
2680 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2681 2683
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2684 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2685 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2687 strcpy (op->contr->killer, "starvation");
2693 } 2688 }
2694 else { 2689 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2690 sprintf (buf, "%s died.", &op->name);
2702 } 2691
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2693
2705 /* save the map location for corpse, gravestone*/ 2694 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2707 2698
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
2713 */ 2702 */
2714 2703
2715 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2706 * of death.
2718 */ 2707 */
2719#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2709 if (settings.balanced_stat_loss)
2710 {
2721 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2713 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2716 little bit harder. */
2727 /* GD */ 2717 /* GD */
2728 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2719 num_stats_lose = 1;
2730 else 2720 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2722 }
2723 else
2733 num_stats_lose = 1; 2724 num_stats_lose = 1;
2734 } 2725
2735 lost_a_stat = 0; 2726 lost_a_stat = 0;
2736 2727
2737 for (z=0; z<num_stats_lose; z++) { 2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2738 i = RANDOM() % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
2739 2731
2740 if (settings.stat_loss_on_death) { 2732 if (settings.stat_loss_on_death)
2733 {
2741 /* Pick a random stat and take a point off it. Tell the player 2734 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2735 * what he lost.
2743 */ 2736 */
2744 change_attr_value(&(op->stats), i,-1); 2737 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2738 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2740 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2742 lost_a_stat = 1;
2750 } else { 2743 }
2744 else
2745 {
2751 /* deplete a stat */ 2746 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2754 2752 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2753 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2754 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2755 }
2788 if (lose_this_stat) { 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
2758 {
2759 /* GD */
2760 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2761 this_stat = get_attr_value (&(dep->stats), i);
2762 if (this_stat < 0)
2763 {
2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2765 int keep_chance = this_stat * this_stat;
2766
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 }
2778 else
2779 {
2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
2785 }
2786 }
2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2792 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2793 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2794 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2795 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2796 * difference.
2795 */ 2797 */
2796 if (this_stat>=-50) { 2798 if (this_stat >= -50)
2799 {
2797 change_attr_value(&(dep->stats), i, -1); 2800 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2801 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2803 op->update_stats ();
2801 lost_a_stat = 1; 2804 lost_a_stat = 1;
2802 } 2805 }
2803 } 2806 }
2807 }
2804 } 2808 }
2805 }
2806 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2810 if (!lost_a_stat)
2808 { 2811 {
2809 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2813 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2814 const char *god = determine_god (op);
2815
2812 if (god && (strcmp(god, "none"))) 2816 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2818 else
2815 " you.", god); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2820 }
2821#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2823#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2824
2824 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2826 * exp loss on the stone.
2826 */ 2827 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2830 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2832 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2833 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2834 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2835 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2837
2841 /**************************************/ 2838 /**************************************/
2842 /* */ 2839 /* */
2843 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
2846 /* */ 2843 /* */
2847 /**************************************/ 2844 /**************************************/
2848 2845
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2846 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2847 /* restore player */
2851 at = find_archetype("poisoning"); 2848 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2849 tmp = present_arch_in_ob (at, op);
2850
2853 if (tmp) { 2851 if (tmp)
2854 remove_ob(tmp); 2852 {
2855 free_object(tmp); 2853 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2855 }
2858 2856
2859 at = find_archetype("confusion"); 2857 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2858 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2859 if (tmp)
2862 remove_ob(tmp); 2860 {
2863 free_object(tmp); 2861 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2863 }
2864
2866 cure_disease(op,0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
2867 2866
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2868 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2874
2875 /* 2875 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
2878 * in the map. 2878 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2880
2889 /****************************************/ 2881 /****************************************/
2890 /* */ 2882 /* */
2891 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2893 /* */ 2885 /* */
2894 /****************************************/ 2886 /****************************************/
2895 2887
2896 enter_player_savebed(op); 2888 enter_player_savebed (op);
2897 2889
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2890 op->contr->braced = 0;
2902 save_player(op,1);
2903 2891
2904 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2895 * on the space that might harm the player.
2908 */ 2896 */
2909 will_kill_again=0; 2897 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
2913 } 2901
2914 if (will_kill_again) { 2902 if (will_kill_again)
2903 {
2915 object *force; 2904 object *force;
2916 int at; 2905 int at;
2917 2906
2918 force=get_archetype(FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2909 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2910 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2912 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2914 force->resist[at] = 100;
2926 } 2915
2927 insert_ob_in_ob(force, op); 2916 insert_ob_in_ob (force, op);
2928 fix_player(op); 2917 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2918
2919 }
2920
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2922}
3004 2923
3005 2924void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2925loot_object (object *op)
2926{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2927 object *tmp, *tmp2, *next;
3008 2928
3009 if (op->container) { /* close open sack first */ 2929 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2930
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2931 for (tmp = op->inv; tmp; tmp = next)
2932 {
3014 next=tmp->below; 2933 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2934
3016 remove_ob(tmp); 2935 if (tmp->invisible)
2936 continue;
2937
2938 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2939 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2940
3019 loot_object(tmp); 2941 if (tmp->type == CONTAINER)
3020 } 2942 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2943
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 {
3023 if(tmp->nrof>1) { 2946 if (tmp->nrof > 1)
2947 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2949 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 }
2952 else
2953 tmp->destroy ();
2954 }
3027 } else 2955 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2957 }
3032} 2958}
3033 2959
3034/* 2960/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2963 * was changed.
3038 */ 2964 */
3039 2965void
3040void fix_weight(void) { 2966fix_weight (void)
3041 player *pl; 2967{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2968 for_all_players (pl)
2969 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
3044 if(old == sum) 2972 if (old == sum)
3045 continue; 2973 continue;
3046 fix_player(pl->ob); 2974 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2976 }
3050} 2977}
3051 2978
2979void
3052void fix_luck(void) { 2980fix_luck (void)
3053 player *pl; 2981{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2982 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2984 pl->ob->change_luck (0);
3057} 2985}
3058
3059 2986
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3063 */ 2990 */
3064 2991void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2992cast_dust (object *op, object *throw_ob, int dir)
2993{
3066 object *skop, *spob; 2994 object *skop, *spob;
3067 2995
3068 skop = find_skill_by_name(op, throw_ob->skill); 2996 skop = find_skill_by_name (op, throw_ob->skill);
3069 2997
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 2998 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3000 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3001 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3002 return;
3074 return;
3075 } 3003 }
3004
3076 spob = throw_ob->inv; 3005 spob = throw_ob->inv;
3006
3007 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3008 // not pass NULL to cast_spell (which did indeed check itself, but
3009 // errors should be reported as early as possible IMHO)
3010 if (!spob)
3011 {
3012 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3013 return;
3014 }
3015
3077 if (op->type==PLAYER && spob) 3016 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3018
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3020
3021 throw_ob->destroy ();
3022}
3023
3024void
3086void make_visible (object *op) { 3025make_visible (object *op)
3026{
3087 op->hide = 0; 3027 op->hide = 0;
3088 op->invisible = 0; 3028 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 3029 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3030 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3031 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3032 op->contr->invis_race = 0;
3033 }
3034
3035 update_object (op, UP_OBJ_CHANGE);
3036}
3037
3038int
3039is_true_undead (object *op)
3040{
3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 return 1;
3043
3105 return 0; 3044 return 0;
3106} 3045}
3107 3046
3108/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3049 * indicate greater hideability.
3111 */ 3050 */
3112 3051
3052int
3113int hideability(object *ob) { 3053hideability (object *ob)
3054{
3114 int i,level=0, mflag; 3055 int i, level = 0, mflag;
3115 sint16 x,y; 3056 sint16 x, y;
3116 3057
3117 if(!ob||!ob->map) return 0; 3058 if (!ob || !ob->map)
3059 return 0;
3118 3060
3119 /* so, on normal lighted maps, its hard to hide */ 3061 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3062 level = ob->map->darkness - 2;
3121 3063
3122 /* this also picks up whether the object is glowing. 3064 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3065 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3066 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3126 3069
3127 /* scan through all nearby squares for terrain to hide in */ 3070 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3079 level += 2;
3133 else /* open terrain! */ 3080 else /* open terrain! */
3134 level -= 1; 3081 level -= 1;
3135 } 3082 }
3136 3083
3137#if 0 3084#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3086#endif
3140 return level; 3087 return level;
3141} 3088}
3142 3089
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3094 */
3148 3095void
3149void do_hidden_move (object *op) { 3096do_hidden_move (object *op)
3097{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3099 object *skop;
3152 3100
3153 if(!op || !op->map) return; 3101 if (!op || !op->map)
3102 return;
3154 3103
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3105
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3107 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3108 if (!skop || num >= skop->level)
3109 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3111 make_visible (op);
3162 return; 3112 return;
3163 } else num += 20;
3164 } 3113 }
3114 else
3115 num += 20;
3116
3165 num += op->map->difficulty; 3117 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3119 num -= hide;
3120
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 {
3169 make_visible(op); 3123 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3124 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3126 }
3173 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 3129}
3177 3130
3178/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3179 3132
3133int
3180int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3181 object *tmp=NULL; 3136 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3138 maptile *m;
3184 sint16 x,y; 3139 sint16 x, y;
3185 3140
3186 if(!who) return 0; 3141 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3142 return 0;
3143
3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149
3150 /* search adjacent squares */
3151 for (i = 1; i < 9; i++)
3152 {
3153 x = who->x + freearr_x[i];
3154 y = who->y + freearr_y[i];
3155 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space.
3159 */
3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue;
3164
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1;
3174 }
3175 }
3176 }
3177 return 0;
3216} 3178}
3217 3179
3218/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3182 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3190 * -b.t.
3229 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3230 */ 3192 */
3231 3193
3194int
3232int player_can_view (object *pl,object *op) { 3195player_can_view (object *pl, object *op)
3196{
3233 rv_vector rv; 3197 rv_vector rv;
3234 int dx,dy; 3198 int dx, dy;
3235 3199
3236 if(pl->type!=PLAYER) { 3200 if (pl->type != PLAYER)
3201 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3203 return -1;
3263 op = op->more;
3264 } 3204 }
3205
3206 if (!pl || !op)
3265 return 0; 3207 return 0;
3208
3209 op = op->head_ ();
3210
3211 get_rangevector (pl, op, &rv, 0x1);
3212
3213 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any
3215 * part that is in the los array but isnt on
3216 * a blocked los square.
3217 * we use the archetype to figure out offsets.
3218 */
3219 while (op)
3220 {
3221 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y;
3223
3224 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1;
3232 op = op->more;
3233 }
3234 return 0;
3266} 3235}
3267 3236
3268/* routine for both players and monsters. We call this when 3237/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3238 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3239 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3240 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3241 * return 0.
3273 */ 3242 */
3243int
3274int action_makes_visible (object *op) { 3244action_makes_visible (object *op)
3245{
3275 3246
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3250 return 0;
3279 3251
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3281 3254
3282 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3259 return 1;
3286 } 3260 }
3287 } 3261 }
3288 return 0; 3262 return 0;
3289} 3263}
3290 3264
3291/* op_on_battleground - checks if the given object op (usually 3265/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3266 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3268 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3269 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3270 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3272 */
3273int
3299int op_on_battleground (object *op, int *x, int *y) { 3274op_on_battleground (object *op, int *x, int *y)
3275{
3300 object *tmp; 3276 object *tmp;
3301 3277
3302 /* A battleground-tile needs the following attributes to be valid: 3278 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3281 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3282 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3283 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3290 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3291 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3315 object *invtmp; 3294 object *invtmp;
3295
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3297 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1;
3303 }
3304 }
3305 }
3319 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3308 return 1;
3322 } 3309 }
3323 } 3310 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3311 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3332 return 0; 3313 return 0;
3333} 3314}
3334 3315
3335/* 3316/*
3339 * attributes: 3320 * attributes:
3340 * object *who the dragon player 3321 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3322 * int atnr the attack-number of the ability focus
3342 * int level ability level 3323 * int level ability level
3343 */ 3324 */
3325void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3326dragon_ability_gain (object *who, int atnr, int level)
3327{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3328 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3329 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3330 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3331 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3333 int i = 0, j = 0;
3351 3334
3352 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3361 3344
3362 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3363 return; 3346 return;
3364 3347
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3349
3367 3350 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3351 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3353 return;
3371 } 3354 }
3372 3355
3373 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3357 item = tr->item;
3375 3358
3376 if (item->type == SPELL) { 3359 if (item->type == SPELL)
3360 {
3377 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3378 return; 3362 return;
3379 3363
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3364 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3365 do_learn_spell (who, item, 0);
3382 return; 3366 return;
3383 } 3367 }
3384 3368
3385 /* grant direct spell */ 3369 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3370 if (item->type == SPELLBOOK)
3371 {
3387 if (!item->inv) { 3372 if (!item->inv)
3373 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3374 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3375 return;
3391 } 3376 }
3392 if (check_spell_known (who, item->inv->name)) 3377 if (check_spell_known (who, item->inv->name))
3393 return; 3378 return;
3394 if (item->invisible) { 3379 if (item->invisible)
3380 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3381 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3382 do_learn_spell (who, item->inv, 0);
3397 return; 3383 return;
3398 } 3384 }
3399 } 3385 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3388 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3389 {
3402 3390
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3391 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3392 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3393 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3394 * but not all of them, he gets nothing.
3407 */ 3395 */
3408 if (!(skop->attacktype & item->attacktype)) { 3396 if (!(skop->attacktype & item->attacktype))
3397 {
3409 /* Give new attacktype */ 3398 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3399 skop->attacktype |= item->attacktype;
3411 3400
3412 /* always add physical if there's none */ 3401 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3402 skop->attacktype |= AT_PHYSICAL;
3414 3403
3415 if (item->msg != NULL) 3404 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3406
3418 /* Give player new face */ 3407 /* Give player new face */
3419 if (item->animation_id) { 3408 if (item->animation_id)
3409 {
3420 who->face = skop->face; 3410 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3411 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3412 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3413 who->last_anim = 0;
3424 who->state = 0; 3414 who->state = 0;
3425 animate_object(who, who->direction); 3415 animate_object (who, who->direction);
3426 } 3416 }
3417 }
3418 }
3427 } 3419 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3420 else if (item->type == FORCE)
3421 {
3431 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3423 object *skin;
3424
3433 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3435 skin=skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3436 if (skin == NULL) return; 3428 ;
3437 3429
3430 if (!skin)
3431 return;
3432
3438 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3437
3442 /* print message */ 3438 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3439 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3441 {
3446 if (j) 3442 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3443 {
3448 else 3444 if (j)
3449 j = 1; 3445 strcat (buf, " and ");
3446 else
3447 j = 1;
3450 strcat(buf, spellpathnames[i]); 3448 strcat (buf, spellpathnames[i]);
3451 } 3449 }
3452 } 3450 }
3453 strcat(buf,"."); 3451 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3453 }
3456 3454
3457 /* evtl. adding flags: */ 3455 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3457 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3459 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3462
3465 /* print message if there is one */ 3463 /* print message if there is one */
3466 if (item->msg != NULL) 3464 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 }
3467 else
3468 } 3468 {
3469 else {
3470 /* generate misc. treasure */ 3469 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3470 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3472 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3473 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3474 esrv_send_item (who, tmp);
3476 } 3475 }
3477} 3476}
3478 3477
3479/** 3478/**
3480 * Unready an object for a player. This function does nothing if the object was 3479 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3480 * not readied.
3482 */ 3481 */
3482void
3483void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3485 3487
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3487 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3488 pl->ranges[i] = NULL; 3490
3489 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3490 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3491 }
3492 }
3493 }
3494} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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