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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 2006 UTC vs.
Revision 1.150 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 1.7 2006/08/27 16:15:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 303 }
227 304
228 /* Clears basically the entire player structure except 305 if (ob)
229 * for next and socket. 306 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->extendable_init (); //HACK
233 307
308 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{
234 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 337 * we deal with that below this point.
236 */ 338 */
237 p->party=NULL; 339 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 342
243#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 344
245#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)
246 365 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
248 368 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 369}
300 370
301 371player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 372{
305 strcpy(op->contr->maplevel, first_map_path); 373 /* Clear item stack */
306 op->x = -1; 374 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 375}
310 376
311/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
313 * mode. 379 * mode.
314 */ 380 */
381player *
382player::create ()
383{
384 player *pl = new player;
315 385
316int add_player(NewSocket *ns) { 386 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 387
319 p=get_player(NULL); 388 pl->ob->roll_stats ();
320 p->socket = *ns; 389 pl->ob->stats.wc = 2;
321 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... */
322 if(p->socket.faces_sent == NULL) 391
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 392 set_first_map (pl->ob);
331 393
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 394 return pl;
339} 395}
340 396
341/* 397/*
342 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
345 */ 401 */
402archetype *
346archetype *get_player_archetype(archetype* at) 403get_player_archetype (archetype *at)
347{ 404{
348 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
349 for (;;) { 407 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 408 {
361} 409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
362 413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
363 418
419object *
364object *get_nearest_player(object *mon) { 420get_nearest_player (object *mon)
421{
365 object *op = NULL; 422 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 423 objectlink *ol;
368 unsigned lastdist; 424 unsigned lastdist;
369 rv_vector rv; 425 rv_vector rv;
370 426
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
376 */ 433 */
377 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 {
378 object *tmp=ol->ob; 436 object *tmp = ol->ob;
379 437
380 /* 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
381 * itself will have been cleared. 439 * itself will have been cleared.
382 */ 440 */
383 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 ());
384 ol = ol->next; 443 ol = ol->next;
385 remove_friendly_object(tmp); 444 remove_friendly_object (tmp);
386 if (!ol) return op; 445 if (!ol)
387 } 446 return op;
447 }
388 448
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 451 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 452 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 453 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 454 * on_same_map check, as can_detect_enemy also does this
395 */ 455 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 456 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 457 continue;
398 458
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
408 op=pl->ob; 460 {
461 op = ol->ob;
409 lastdist=rv.distance; 462 lastdist = rv.distance;
463 }
410 } 464 }
411 } 465
412 } 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
413#if 0 474#if 0
414 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)");
415#endif 476#endif
416 return op; 477 return op;
417} 478}
418 479
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 482 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 498 * is probably not a good thing.
438 */ 499 */
439#define MAX_SPACES 50 500#define MAX_SPACES 50
440
441 501
442/* 502/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 518 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 519 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 520 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 521 * is blocking itself.
462 */ 522 */
523int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 524path_to_player (object *mon, object *pl, unsigned mindiff)
525{
464 rv_vector rv; 526 rv_vector rv;
465 sint16 x,y; 527 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 529 maptile *m, *lastmap;
468 530
469 get_rangevector(mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
470 532
471 if (rv.distance<mindiff) return 0; 533 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 534 return 0;
724}
725 535
726void 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));
727 542
728 op->contr->write_buf[0]='\0'; 543 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 544 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 545 return 0;
731}
732 546
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
733void get_party_password(object *op, partylist *party) { 754get_party_password (object *op, partylist *party)
755{
734 if (party == NULL) { 756 if (party == NULL)
757 {
735 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);
736 return; 759 return;
737 } 760 }
761
738 op->contr->write_buf[0]='\0'; 762 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
741 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:");
742} 766}
743
744 767
745/* 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
746int roll_stat(void) { 770roll_stat (void)
771{
747 int a[4],i,j,k; 772 int a[4], i, j, k;
748 773
749 for(i=0;i<4;i++) 774 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 775 a[i] = (int) rndm (6) + 1;
751 776
752 for(i=0,j=0,k=7;i<4;i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 778 if (a[i] < k)
754 k=a[i],j=i; 779 k = a[i], j = i;
755 780
756 for(i=0,k=0;i<4;i++) { 781 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 782 if (i != j)
758 k+=a[i]; 783 k += a[i];
759 } 784
760 return k; 785 return k;
761} 786}
762 787
763void roll_stats(object *op) { 788void
789object::roll_stats ()
790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
764 int sum=0; 795 int sum = 0;
765 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
767 798
768 do { 799 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 800 break;
770 op->stats.Dex=roll_stat(); 801 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 802
781 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 805
790 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 808
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 809 stats.exp = 0;
821 op->stats.ac=0; 810 stats.ac = 0;
822 811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
823 op->contr->levhp[1] = 9; 818 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 819 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 820 contr->levgrace[1] = 3;
826 821
827 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
828 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
832} 854}
833 855
834void Roll_Again(object *op) 856static void
857start_info (object *op)
835{ 858{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
844 860
845 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 865}
953 866
954/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
958 * not the class. 871 * not the class.
959 */ 872 */
960 873void
961int key_change_class(object *op, char key) 874player::chargen_race_done ()
962{ 875{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
977 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
979 885
980 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
981 887
982 if (op->msg) { 888 if (ob->msg)
983 free_string(op->msg); 889 ob->msg = 0;
984 op->msg=NULL;
985 }
986 890
987 /* 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
988 * to save here. 892 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 893 */
1029 894 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1101 next = mp->next; 898 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 899
1103 delete_map(mp); 900 start_info (ob);
1104 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1105 902 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 911 {
1108 play_again(op); 912 object *tmp;
1109 return 1; 913 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 966flee_player (object *op)
967{
1113 int dir,diff; 968 int dir, diff;
1114 rv_vector rv; 969 rv_vector rv;
1115 970
1116 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 975 return;
1120 } 976 }
1121 977
1122 if(op->enemy==NULL) { 978 if (op->enemy == NULL)
979 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 980 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 982 return;
1126 } 983 }
1127 984
1128 /* Seen some crashes here. Since we don't store an 985 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 986 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 987 * actual enemy, and the object is recycled.
1131 */ 988 */
1132 if (op->enemy->map == NULL) { 989 if (op->enemy->map == NULL)
990 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 992 op->enemy = NULL;
1135 return; 993 return;
1136 } 994 }
1137 995
1138 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 {
1139 op->enemy=NULL; 998 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1000 return;
1142 } 1001 }
1002
1143 get_rangevector(op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1144 1004
1145 dir=absdir(4+rv.direction); 1005 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1006 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1016 op->enemy = NULL;
1156} 1017}
1157
1158 1018
1159/* 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.
1160 * 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
1161 * stop. 1021 * stop.
1162 */ 1022 */
1023int
1163int check_pick(object *op) { 1024check_pick (object *op)
1025{
1164 object *tmp, *next; 1026 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1027 int stop = 0;
1167 int j, k, wvratio; 1028 int wvratio;
1168 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1169
1170 1030
1171 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1173 return 1; 1033 return 1;
1174 1034
1175 op_tag = op->count;
1176
1177 next = op->below; 1035 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1036
1181 /* 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
1182 * destroyed */ 1038 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1184 { 1040 {
1185 tmp = next; 1041 tmp = next;
1186 next = tmp->below; 1042 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1043
1190 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1191 return 0; 1045 return 0;
1192 1046
1193 if ( ! can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1194 continue; 1048 continue;
1195 1049
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1051 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1052 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1053 pick_up (op, tmp);
1200 continue; 1054 continue;
1201 } 1055 }
1202 1056
1203 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1205 switch (op->contr->mode) { 1060 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1061 {
1207 case 1: pick_up (op, tmp); 1062 case 0:
1208 return 1; 1063 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1064 case 1:
1210 return 0; 1065 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1066 return 1;
1212 case 4: pick_up (op, tmp); 1067 case 2:
1213 break; 1068 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1069 return 0;
1215 stop = 1; 1070 case 3:
1216 break; 1071 return 0; /* stop before pickup */
1217 case 6: 1072 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1073 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1074 break;
1220 pick_up(op, tmp); 1075 case 5:
1221 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;
1222 1083
1223 case 7: 1084 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1085 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1086 pick_up (op, tmp);
1226 break; 1087 break;
1227 1088
1228 default: 1089 default:
1229 /* use value density */ 1090 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1093 pick_up (op, tmp);
1233 >= op->contr->mode) 1094 }
1234 pick_up(op,tmp); 1095 }
1235 } 1096 else
1236 } 1097 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1099 if (op->contr->mode & PU_DEBUG)
1240 { 1100 {
1241 /* some debugging code to figure out item information */ 1101 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1102 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1105 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1108
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1251 1111
1252 sprintf(putstring,"...flags: "); 1112 /* philosophy:
1253 for(k=0;k<4;k++) 1113 * It's easy to grab an item type from a pile, as long as it's
1254 { 1114 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1115 * and selections, select-items should be used. This is a
1256 { 1116 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1117 * example.
1258 { 1118 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1119 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1120 * convert to decimal and then 'pickup <#>
1261 } 1121 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1348#if 0
1267 /* print the flags too */ 1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1350 if (tmp->name != NULL)
1269 { 1351 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1352 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1353 }
1272 { 1354 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1358#endif
1359 continue;
1360 }
1361 }
1362 } /* the new pickup model */
1279 } 1363 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1364
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1365 return !stop;
1443} 1366}
1444 1367
1445/* 1368/*
1446 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1370 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1371 * found object is returned.
1449 */ 1372 */
1373object *
1450object *find_arrow(object *op, const char *type) 1374find_arrow (object *op, const char *type)
1451{ 1375{
1452 object *tmp = NULL; 1376 object *tmp = 0;
1453 1377
1454 for(op=op->inv; op; op=op->below) 1378 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1381 else if (op->type == ARROW && op->race == type)
1459 return op; 1382 return op;
1383
1460 return tmp; 1384 return tmp;
1461} 1385}
1462 1386
1463/* 1387/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1392 */
1469 1393object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1395{
1472 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1474 1398
1475 if (!type) 1399 if (!type)
1476 return NULL; 1400 return NULL;
1477 1401
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1403 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1405 {
1406 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1407 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1408 if (i > betterby)
1484 tmp = ntmp; 1409 {
1485 betterby = i; 1410 tmp = ntmp;
1486 } 1411 betterby = i;
1412 }
1413 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1488 /* allways prefer assasination/slaying */ 1416 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1418 {
1491 if (arrow->attacktype & AT_DEATH) { 1419 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1420 {
1493 return arrow; 1421 *better = 100;
1494 } else { 1422 return arrow;
1495 tmp = arrow; 1423 }
1424 else
1425 {
1426 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1428 }
1498 } else { 1429 }
1430 else
1431 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433 {
1500 attacktype = 1<<attacknum; 1434 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1437 {
1438 tmp = arrow;
1504 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;
1505 } 1440 }
1506 } 1441 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1443 {
1444 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1445 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1446 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1448 {
1449 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1450 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1451 }
1452 }
1453 }
1515 } 1454 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1455 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1456 return find_arrow (op, type);
1520 1457
1521 *better = betterby; 1458 *better = betterby;
1522 return tmp; 1459 return tmp;
1523} 1460}
1524 1461
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1464 * op = the shooter
1528 * type = bow->race 1465 * type = bow->race
1529 * dir = fire direction 1466 * dir = fire direction
1530 */ 1467 */
1531 1468object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1533{ 1470{
1534 object *tmp = NULL; 1471 object *tmp = NULL;
1535 mapstruct *m; 1472 maptile *m;
1536 int i, mflags, found, number; 1473 int i, mflags, found, number;
1537 sint16 x, y; 1474 sint16 x, y;
1538 1475
1539 if (op->map == NULL) 1476 if (op->map == NULL)
1540 return find_arrow(op, type); 1477 return find_arrow (op, type);
1541 1478
1542 /* do a dex check */ 1479 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1480 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1482 return find_arrow (op, type);
1546 1483
1547 m = op->map; 1484 m = op->map;
1548 x = op->x; 1485 x = op->x;
1549 y = op->y; 1486 y = op->y;
1550 1487
1551 /* find the first target */ 1488 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1553 x += freearr_x[dir]; 1491 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1492 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1557 tmp = NULL; 1496 tmp = NULL;
1558 break; 1497 break;
1498 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1502 * perhaps a bad assumption.
1562 */ 1503 */
1563 tmp = NULL; 1504 tmp = NULL;
1564 break; 1505 break;
1565 } 1506 }
1566 if (mflags & P_IS_ALIVE) { 1507 if (mflags & P_IS_ALIVE)
1508 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1510 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1511 {
1570 break; 1512 found++;
1571 } 1513 break;
1514 }
1572 if (found) 1515 if (found)
1573 break; 1516 break;
1574 } 1517 }
1575 } 1518 }
1576 if (tmp == NULL) 1519 if (tmp == NULL)
1577 return find_arrow(op, type); 1520 return find_arrow (op, type);
1578 1521
1579 if (tmp->head) 1522 if (tmp->head)
1580 tmp = tmp->head; 1523 tmp = tmp->head;
1581 1524
1582 return find_better_arrow(op, tmp, type, &i); 1525 return find_better_arrow (op, tmp, type, &i);
1583} 1526}
1584 1527
1585/* 1528/*
1586 * Creature fires a bow - op can be monster or player. Returns 1529 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1530 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1533 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1536 * player fire modes.
1594 */ 1537 */
1538int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1540{
1598 object *left, *bow; 1541 object *left, *bow;
1599 tag_t left_tag, tag; 1542 int mflags;
1600 int bowspeed, mflags; 1543 maptile *m;
1601 mapstruct *m;
1602 1544
1603 if (!dir) { 1545 if (!dir)
1546 {
1604 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!");
1605 return 0; 1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1606 } 1554 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1558 */
1614 if(bow->type==BOW) 1559 if (bow->type == BOW)
1615 break; 1560 break;
1616 1561
1617 if (!bow) { 1562 if (!bow)
1563 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1565 return 0;
1620 } 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
1621 } 1575 }
1576
1622 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1623 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);
1624 return 0; 1580 return 0;
1625 } 1581 }
1626 1582
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1583 if (arrow == NULL)
1584 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1637 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1590 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1643 return 0; 1593 return 0;
1644 } 1594 }
1645 } 1595 }
1596
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1598 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1599 return 0;
1649 } 1600
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1651 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.");
1652 return 0; 1604 return 0;
1653 } 1605 }
1654 1606
1655 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1608 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1609 {
1610 arrow->destroy ();
1611 return 0;
1612 }
1661 1613
1662 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1616 if (!arrow)
1617 {
1666 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);
1667 bow->race); 1619 return 0;
1668 return 0;
1669 } 1620 }
1670 set_owner(arrow, op); 1621
1671 if (arrow->skill) free_string(arrow->skill); 1622 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1623 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1624 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1625
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1629
1687 if (arrow->slaying != NULL) 1630 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1689 1632
1690 /* Note that this was different for monsters - they got their level 1633#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1634 if (player *pl = op->contr)
1692 */
1693 1635 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1650 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) + 1652 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1653
1704 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1708 1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1709 if (op->type == PLAYER) { 1659 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1662 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1723 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1678 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1679
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1686
1731 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);
1732 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1689
1735 if (!was_destroyed(arrow, tag)) 1690 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1691 move_arrow (arrow);
1737 1692
1738 if (op->type == PLAYER) { 1693 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1694 {
1695 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1741 else 1697 else
1742 esrv_send_item(op, left); 1698 esrv_send_item (op, left);
1743 } 1699 }
1700
1744 return 1; 1701 return 1;
1745} 1702}
1746 1703
1747/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1705 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1706 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1707 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1708 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1709 * hence the function name.
1753 */ 1710 */
1711int
1754int player_fire_bow(object *op, int dir) 1712player_fire_bow (object *op, int dir)
1755{ 1713{
1756 int ret=0, wcmod=0; 1714 int ret = 0, wcmod = 0;
1757 1715
1758 if (op->contr->bowtype == bow_bestarrow) { 1716 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1717 {
1760 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);
1761 dir, 0, op->x, op->y); 1719 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1723 wcmod = -1;
1724
1765 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);
1766 op->x, op->y); 1726 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1772 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);
1773 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);
1774 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);
1775 1738 }
1776 } else { 1739 else
1740 {
1777 /* Simple case */ 1741 /* Simple case */
1778 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);
1779 } 1743 }
1744
1780 return ret; 1745 return ret;
1781} 1746}
1782
1783 1747
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1786 */ 1750 */
1751void
1787void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1788{ 1753{
1789 object *item; 1754 object *item = op->contr->ranged_ob;
1790 1755
1791 if (!op->contr->ranges[range_misc]) { 1756 if (!item)
1757 {
1792 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.");
1793 return; 1759 return;
1794 } 1760 }
1795 1761
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1762 if (!item->inv)
1763 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1765 return;
1800 } 1766 }
1801 if (item->type == WAND) { 1767
1802 if(item->stats.food<=0) { 1768 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1769 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1810 if (item->type== ROD) 1787 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1789 else
1813 else 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1791
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1792 return;
1817 } 1793 }
1818 } 1794 }
1819 1795
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1821 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 */
1822 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1823 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1824 object *tmp; 1802 {
1825 if (item->arch) { 1803 object *tmp;
1804
1805 if (item->arch)
1806 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1828 item->speed = 0; 1809 item->set_speed (0);
1829 update_ob_speed(item); 1810 }
1830 } 1811
1831 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1814 }
1834 } 1815 }
1835 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1817 drain_rod_charge (item);
1837 }
1838 } 1818 }
1839} 1819}
1840 1820
1841/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1842 */ 1822 */
1823bool
1843void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1844 int spellcost=0; 1826 int spellcost = 0;
1845 1827
1846 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1848 1831
1849 switch(op->contr->shoottype) { 1832 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1833
1853 case range_bow: 1834 if (pl->golem)
1854 player_fire_bow(op, dir); 1835 {
1855 return; 1836 control_golem (op->contr->golem, dir);
1856 1837 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1838 }
1872 else 1839
1873 control_golem(op->contr->ranges[range_golem], dir); 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1874 return; 1843 return false;
1875 1844
1876 case range_skill: 1845 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1846 return false;
1884 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:
1885 apply_map_builder( op, dir ); 1864 apply_map_builder (op, dir);
1886 return; 1865 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1893 1870
1871 default:
1872 fire_misc_object (op, dir);
1873 break;
1874 }
1875
1876 return true;
1877}
1894 1878
1895/* find_key 1879/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1884 * pl is the player,
1901 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1904 */ 1888 */
1905 1889object *
1906object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1907{ 1891{
1908 object *tmp,*key; 1892 object *tmp, *key;
1909 1893
1910 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1912 1897
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1916 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1918 */ 1905 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1907 break;
1921 } 1908 }
1909
1922 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1913 * a key, return
1926 */ 1914 */
1927 if (!tmp) { 1915 if (!tmp)
1916 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1929 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1929 }
1933 } 1930
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1932 * see if we actually want to use it
1938 */ 1933 */
1939 if (pl!=container) { 1934 if (pl != container)
1935 {
1940 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1942 /* cases where this fails: 1939 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1941 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1946 * containers can be used. 1943 * containers can be used.
1947 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1951 * 1948 *
1952 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1953 * all the others. 1950 * all the others.
1954 */ 1951 */
1955 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1955 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1958 return NULL;
1964 } 1959 }
1965 } 1960 }
1961
1966 return tmp; 1962 return tmp;
1967} 1963}
1968 1964
1969/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1972 * 0 otherwise 1968 * 0 otherwise
1973 */ 1969 */
1970static int
1974static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1975{ 1972{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1980 */ 1976 */
1981 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1982 1978
1983 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1984 if (key) { 1980 if (key)
1981 {
1985 object *container=key->env; 1982 object *container = key->env;
1986 1983
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 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
1990 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1998 }
1999
1998 /* Do this after we print the message */ 2000 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2001 if (container != op) 2003 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2003 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
2004 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
2005 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2012 return 1;
2008 } 2013 }
2014
2009 return 0; 2015 return 0;
2010} 2016}
2011 2017
2012/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2017 */ 2023 */
2018 2024bool
2019void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2020{ 2026{
2021 object *tmp, *mon, *tpl;
2022 sint16 nx, ny;
2023 int on_battleground; 2027 int on_battleground;
2024 mapstruct *m;
2025 2028
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2030 2031
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2032 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
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2050 * move_ob uses.
2041 */ 2051 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 2053
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2057 * on the space
2059 */ 2058 */
2060 while (tmp!=NULL) { 2059 object *mon;
2061 if (tmp == op) { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 2061 {
2063 continue; 2062 if ((mon->flag [FLAG_ALIVE]
2063 || mon->type == LOCKED_DOOR
2064 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op)
2066 break;
2064 } 2067 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2070 return false; /* into a wall */
2076 2071
2077 if(mon->head != NULL)
2078 mon = mon->head; 2072 mon = mon->head_ ();
2079 2073
2080 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)
2081 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 }
2082 2081
2083 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2087 * and thus will not push them.
2089 */ 2088 */
2090 2089
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2094 */ 2093 */
2095 if ((op->type==PLAYER) 2094 if (op->type == PLAYER
2096#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 2097 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2099 {
2108 /* 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 */
2109 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
2110 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);
2111 (void) push_ob(mon,dir,op); 2109 push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2123 * attack them either.
2120 */ 2124 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 2127 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2132 {
2133 --op->speed_left;
2134
2135 if (!op->contr->braced)
2130 )) { 2136 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2138 push_ob (mon, dir, op);
2134 } else { 2139 }
2140 else
2135 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 }
2136 } 2148 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2151 */
2143 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
2144 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2146 } 2160 make_visible (op);
2147 2161
2162 return true;
2163 }
2164 }
2148 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2170 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2177
2159 /* If the player hasn't hit something this tick, and does 2178 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2179
2167 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 }
2168 } 2185 }
2169 2186
2170 skill_attack(mon, op, 0, NULL, NULL); 2187 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2188}
2188 2189
2190bool
2189int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2190 int pick; 2193 int pick;
2191 object *transport = op->contr->transport;
2192 2194
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2241}
2256 2242
2257/* 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
2258 * new client/server stuff. 2244 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2246 * the new speed values for commands.
2261 * 2247 *
2262 * 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.
2263 */ 2251 */
2252bool
2264int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2265{ 2254{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2260 flee_player (op);
2290 2261
2291 /* I've been seeing crashes where the golem has been destroyed, but 2262 return true;
2292 * the player object still points to the defunct golem. The code that 2263 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2264 else
2294 * put this in a a workaround to clean up the golem pointer. 2265 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2266 }
2302 2267
2303 /* 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
2304 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2270 * called, so we recheck it here.
2306 */ 2271 */
2307 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2273 return true;
2309 2274
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2276 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2277
2320 else return 0; 2278 return false;
2321 } 2279}
2280
2281int
2282save_life (object *op)
2283{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2285 return 0;
2323}
2324 2286
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2292
2336 query_name(tmp));
2337 if (op->contr) 2293 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2295
2340 free_object(tmp); 2296 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2342 if(op->stats.hp<0) 2299 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2344 if(op->stats.food<0) 2302 if (op->stats.food < 0)
2345 op->stats.food = 999; 2303 op->stats.food = 999;
2346 fix_player(op); 2304
2305 op->update_stats ();
2347 return 1; 2306 return 1;
2348 } 2307 }
2308
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2312 return 0;
2353} 2313}
2354 2314
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2318 * from.
2359 */ 2319 */
2320void
2360void remove_unpaid_objects(object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2361{ 2322{
2362 object *next;
2363
2364 while (op) { 2323 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2324 {
2366 * we remove object 'op' 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2326
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2328 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2340
2382/* 2341/*
2383 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2345 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2346 * but there isn't one in the server directory.
2388 */ 2347 */
2348char *
2389char *gravestone_text (object *op) 2349gravestone_text (object *op)
2390{ 2350{
2391 static char buf2[MAX_BUF]; 2351 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2352 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2353 time_t now = time (NULL);
2394 2354
2395 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2358 else
2399 sprintf (buf, "%s\n", op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2362 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2403 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);
2404 else 2365 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2369 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2370 if (op->type == PLAYER)
2371 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2374 strcat (buf2, buf);
2412 } 2375 }
2376
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2416 return buf2; 2381 return buf2;
2417} 2382}
2418 2383
2419 2384void
2420
2421void do_some_living(object *op) { 2385do_some_living (object *op)
2386{
2422 int last_food=op->stats.food; 2387 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2388 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2389 int over_hp, over_sp, over_grace;
2425 int i; 2390 int i;
2426 int rate_hp = 1200; 2391 int rate_hp = 1200;
2427 int rate_sp = 2500; 2392 int rate_sp = 2500;
2428 int rate_grace = 2000; 2393 int rate_grace = 2000;
2429 const int max_hp = 1; 2394 const int max_hp = 1;
2430 const int max_sp = 1; 2395 const int max_sp = 1;
2431 const int max_grace = 1; 2396 const int max_grace = 1;
2432 2397
2433 if (op->contr->outputs_sync) { 2398 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 {
2435 if (op->contr->outputs[i].buf!=NULL && 2400 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2416
2440 if(op->contr->state==ST_PLAYING) { 2417 if (op->contr->ns->state == ST_PLAYING)
2441 2418 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2421 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 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
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2560 /* dms do not consume food */ 2561 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2563 op->stats.food--;
2563 } 2564 }
2564 2565
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2567 {
2568 object *tmp, *flesh = 0;
2567 2569
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2571 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.");
2572 manual_apply(op,tmp,0); 2577 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2579 break;
2575 } 2580 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2581 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2582 flesh = tmp;
2578 } /* end of for loop */ 2583 } /* End if paid for object */
2584 } /* end of for loop */
2585
2579 /* 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
2580 * eat flesh instead. 2587 * eat flesh instead.
2581 */ 2588 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2583 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.");
2584 manual_apply(op,flesh,0); 2592 manual_apply (op, flesh, 0);
2585 } 2593 }
2586 } /* end if player is starving */ 2594 }
2587 2595
2588 while(op->stats.food<0&&op->stats.hp>0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2590 2598
2591 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))
2592 kill_player(op); 2600 kill_player (op);
2601 }
2593} 2602}
2594
2595
2596 2603
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2607 * file.
2601 */ 2608 */
2609void
2602void kill_player(object *op) 2610kill_player (object *op)
2603{ 2611{
2604 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2605 int x,y,i; 2613 int x, y;
2614
2615 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2617
2607 int z; 2618 /* int z;
2608 int num_stats_lose; 2619 int num_stats_lose;
2609 int lost_a_stat; 2620 int lost_a_stat;
2610 int lose_this_stat; 2621 int lose_this_stat;
2611 int this_stat; 2622 int this_stat; */
2612 int will_kill_again; 2623 int will_kill_again;
2613 archetype *at; 2624 archetype *at;
2614 object *tmp; 2625 object *tmp;
2615 2626
2616 if(save_life(op)) 2627 if (save_life (op))
2617 return; 2628 return;
2618 2629
2619 2630
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2633 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2634 */
2624 if (op_on_battleground(op, &x, &y)) { 2635 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2636 {
2626 "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2639
2629
2630 /* restore player */ 2640 /* restore player */
2631 at = find_archetype("poisoning"); 2641 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2643 {
2634 remove_ob(tmp); 2644 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2646 }
2638 2647
2639 at = find_archetype("confusion"); 2648 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2650 {
2642 remove_ob(tmp); 2651 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2653 }
2646 2654
2647 cure_disease(op,0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2657 if (op->stats.food <= 0)
2650 2658 op->stats.food = 999;
2659
2651 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2662 {
2655 sprintf(buf,"%s's finger",op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2664 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2668 tmp->msg = buf;
2661 tmp->msg=add_string(buf); 2669 tmp->value = 0, tmp->type = 0;
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->materialname = "organics";
2663 tmp->materialname = NULL; 2671 tmp->insert_at (op, tmp);
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2672 }
2673
2668 /* teleport defeated player to new destination*/ 2674 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2676 op->contr->braced = 0;
2671 return; 2677 return;
2672 } 2678 }
2673 2679
2674 INVOKE_PLAYER (DEATH, op->contr); 2680 INVOKE_PLAYER (DEATH, op->contr);
2675 2681
2676 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2677 2683
2678 if(op->stats.food<0) { 2684 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2685 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2687 strcpy (op->contr->killer, "starvation");
2687 } 2688 }
2688 else { 2689 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2690 sprintf (buf, "%s died.", &op->name);
2696 } 2691
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2693
2699 /* save the map location for corpse, gravestone*/ 2694 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2701 2698
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2702 */
2708 2703
2709 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2706 * of death.
2712 */ 2707 */
2713#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2709 if (settings.balanced_stat_loss)
2710 {
2715 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2713 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2716 little bit harder. */
2721 /* GD */ 2717 /* GD */
2722 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2719 num_stats_lose = 1;
2724 else 2720 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2722 }
2723 else
2727 num_stats_lose = 1; 2724 num_stats_lose = 1;
2728 } 2725
2729 lost_a_stat = 0; 2726 lost_a_stat = 0;
2730 2727
2731 for (z=0; z<num_stats_lose; z++) { 2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2732 i = RANDOM() % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
2733 2731
2734 if (settings.stat_loss_on_death) { 2732 if (settings.stat_loss_on_death)
2733 {
2735 /* 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
2736 * what he lost. 2735 * what he lost.
2737 */ 2736 */
2738 change_attr_value(&(op->stats), i,-1); 2737 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2738 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2740 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2742 lost_a_stat = 1;
2744 } else { 2743 }
2744 else
2745 {
2745 /* deplete a stat */ 2746 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2748 2752 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2753 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2754 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2755 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2792 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2793 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2794 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2796 * difference.
2789 */ 2797 */
2790 if (this_stat>=-50) { 2798 if (this_stat >= -50)
2799 {
2791 change_attr_value(&(dep->stats), i, -1); 2800 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2801 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2803 op->update_stats ();
2795 lost_a_stat = 1; 2804 lost_a_stat = 1;
2796 } 2805 }
2797 } 2806 }
2807 }
2798 } 2808 }
2799 }
2800 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2810 if (!lost_a_stat)
2802 { 2811 {
2803 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2813 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2814 const char *god = determine_god (op);
2815
2806 if (god && (strcmp(god, "none"))) 2816 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2818 else
2809 " you.", god); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2823#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2824
2818 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2826 * exp loss on the stone.
2820 */ 2827 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2830 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2832 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2834 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2835 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2837
2835 /**************************************/ 2838 /**************************************/
2836 /* */ 2839 /* */
2837 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
2840 /* */ 2843 /* */
2841 /**************************************/ 2844 /**************************************/
2842 2845
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2846 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2847 /* restore player */
2845 at = find_archetype("poisoning"); 2848 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2849 tmp = present_arch_in_ob (at, op);
2850
2847 if (tmp) { 2851 if (tmp)
2848 remove_ob(tmp); 2852 {
2849 free_object(tmp); 2853 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2855 }
2852 2856
2853 at = find_archetype("confusion"); 2857 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2858 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2859 if (tmp)
2856 remove_ob(tmp); 2860 {
2857 free_object(tmp); 2861 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2863 }
2864
2860 cure_disease(op,0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
2861 2866
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2868 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2874
2869 /* 2875 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
2872 * in the map. 2878 */
2873 */
2874
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2880
2883 /****************************************/ 2881 /****************************************/
2884 /* */ 2882 /* */
2885 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2887 /* */ 2885 /* */
2888 /****************************************/ 2886 /****************************************/
2889 2887
2890 enter_player_savebed(op); 2888 enter_player_savebed (op);
2891 2889
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2890 op->contr->braced = 0;
2896 save_player(op,1);
2897 2891
2898 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2895 * on the space that might harm the player.
2902 */ 2896 */
2903 will_kill_again=0; 2897 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
2907 } 2901
2908 if (will_kill_again) { 2902 if (will_kill_again)
2903 {
2909 object *force; 2904 object *force;
2910 int at; 2905 int at;
2911 2906
2912 force=get_archetype(FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2909 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2910 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2912 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2914 force->resist[at] = 100;
2920 } 2915
2921 insert_ob_in_ob(force, op); 2916 insert_ob_in_ob (force, op);
2922 fix_player(op); 2917 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2918
2919 }
2920
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2922}
2998 2923
2999 2924void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2925loot_object (object *op)
2926{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2927 object *tmp, *tmp2, *next;
3002 2928
3003 if (op->container) { /* close open sack first */ 2929 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2930
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2931 for (tmp = op->inv; tmp; tmp = next)
2932 {
3008 next=tmp->below; 2933 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2934
3010 remove_ob(tmp); 2935 if (tmp->invisible)
2936 continue;
2937
2938 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2939 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2940
3013 loot_object(tmp); 2941 if (tmp->type == CONTAINER)
3014 } 2942 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2943
3016 || 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 {
3017 if(tmp->nrof>1) { 2946 if (tmp->nrof > 1)
2947 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2949 tmp2->destroy ();
3020 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 }
3021 } else 2955 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2957 }
3026} 2958}
3027 2959
3028/* 2960/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2963 * was changed.
3032 */ 2964 */
3033 2965void
3034void fix_weight(void) { 2966fix_weight (void)
3035 player *pl; 2967{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2968 for_all_players (pl)
2969 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
3038 if(old == sum) 2972 if (old == sum)
3039 continue; 2973 continue;
3040 fix_player(pl->ob); 2974 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 2976 }
3044} 2977}
3045 2978
2979void
3046void fix_luck(void) { 2980fix_luck (void)
3047 player *pl; 2981{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2982 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2984 pl->ob->change_luck (0);
3051} 2985}
3052
3053 2986
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3057 */ 2990 */
3058
3059void 2991void
3060cast_dust (object * op, object * throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3061{ 2993{
3062 object *skop, *spob; 2994 object *skop, *spob;
3063 2995
3064 skop = find_skill_by_name (op, throw_ob->skill); 2996 skop = find_skill_by_name (op, throw_ob->skill);
3065 2997
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2998 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3000 {
3069 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);
3070 op->name);
3071 return; 3002 return;
3072 } 3003 }
3073 3004
3074 spob = throw_ob->inv; 3005 spob = throw_ob->inv;
3075 3006
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3007 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 3008 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 3009 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3010 if (!spob)
3080 { 3011 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3012 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 3013 return;
3084 } 3014 }
3085 3015
3086 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3087 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);
3088 3018
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3020
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3022}
3095 3023
3024void
3096void make_visible (object *op) { 3025make_visible (object *op)
3026{
3097 op->hide = 0; 3027 op->hide = 0;
3098 op->invisible = 0; 3028 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 3029 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3030 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3031 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 3044 return 0;
3116} 3045}
3117 3046
3118/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3049 * indicate greater hideability.
3121 */ 3050 */
3122 3051
3052int
3123int hideability(object *ob) { 3053hideability (object *ob)
3054{
3124 int i,level=0, mflag; 3055 int i, level = 0, mflag;
3125 sint16 x,y; 3056 sint16 x, y;
3126 3057
3127 if(!ob||!ob->map) return 0; 3058 if (!ob || !ob->map)
3059 return 0;
3128 3060
3129 /* so, on normal lighted maps, its hard to hide */ 3061 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3062 level = ob->map->darkness - 2;
3131 3063
3132 /* this also picks up whether the object is glowing. 3064 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3066 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3136 3069
3137 /* scan through all nearby squares for terrain to hide in */ 3070 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3079 level += 2;
3143 else /* open terrain! */ 3080 else /* open terrain! */
3144 level -= 1; 3081 level -= 1;
3145 } 3082 }
3146 3083
3147#if 0 3084#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3086#endif
3150 return level; 3087 return level;
3151} 3088}
3152 3089
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3094 */
3158 3095void
3159void do_hidden_move (object *op) { 3096do_hidden_move (object *op)
3097{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3099 object *skop;
3162 3100
3163 if(!op || !op->map) return; 3101 if (!op || !op->map)
3102 return;
3164 3103
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3105
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3107 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3108 if (!skop || num >= skop->level)
3109 {
3170 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!");
3171 make_visible(op); 3111 make_visible (op);
3172 return; 3112 return;
3173 } else num += 20;
3174 } 3113 }
3114 else
3115 num += 20;
3116
3175 num += op->map->difficulty; 3117 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3119 num -= hide;
3120
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 {
3179 make_visible(op); 3123 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3124 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3126 }
3183 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3129}
3187 3130
3188/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3189 3132
3133int
3190int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3191 object *tmp=NULL; 3136 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3138 maptile *m;
3194 sint16 x,y; 3139 sint16 x, y;
3195 3140
3196 if(!who) return 0; 3141 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 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;
3226} 3178}
3227 3179
3228/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3190 * -b.t.
3239 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3240 */ 3192 */
3241 3193
3194int
3242int player_can_view (object *pl,object *op) { 3195player_can_view (object *pl, object *op)
3196{
3243 rv_vector rv; 3197 rv_vector rv;
3244 int dx,dy; 3198 int dx, dy;
3245 3199
3246 if(pl->type!=PLAYER) { 3200 if (pl->type != PLAYER)
3201 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3203 return -1;
3273 op = op->more;
3274 } 3204 }
3205
3206 if (!pl || !op)
3275 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;
3276} 3235}
3277 3236
3278/* routine for both players and monsters. We call this when 3237/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3238 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3239 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3240 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3241 * return 0.
3283 */ 3242 */
3243int
3284int action_makes_visible (object *op) { 3244action_makes_visible (object *op)
3245{
3285 3246
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3250 return 0;
3289 3251
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3291 3254
3292 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3294 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");
3295 return 1; 3259 return 1;
3296 } 3260 }
3297 } 3261 }
3298 return 0; 3262 return 0;
3299} 3263}
3300 3264
3301/* op_on_battleground - checks if the given object op (usually 3265/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3266 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3268 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3269 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3270 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3272 */
3273int
3309int op_on_battleground (object *op, int *x, int *y) { 3274op_on_battleground (object *op, int *x, int *y)
3275{
3310 object *tmp; 3276 object *tmp;
3311 3277
3312 /* A battleground-tile needs the following attributes to be valid: 3278 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3281 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3282 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3283 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3290 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3291 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3294 object *invtmp;
3295
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3297 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3308 return 1;
3332 } 3309 }
3333 } 3310 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3311 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3342 return 0; 3313 return 0;
3343} 3314}
3344 3315
3345/* 3316/*
3349 * attributes: 3320 * attributes:
3350 * object *who the dragon player 3321 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3322 * int atnr the attack-number of the ability focus
3352 * int level ability level 3323 * int level ability level
3353 */ 3324 */
3325void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3326dragon_ability_gain (object *who, int atnr, int level)
3327{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3328 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3329 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3330 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3331 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3333 int i = 0, j = 0;
3361 3334
3362 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3371 3344
3372 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3373 return; 3346 return;
3374 3347
3375 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++);
3376 tr = tr->next, i++); 3349
3377 3350 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3351 {
3379 /* 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]); */
3380 return; 3353 return;
3381 } 3354 }
3382 3355
3383 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3357 item = tr->item;
3385 3358
3386 if (item->type == SPELL) { 3359 if (item->type == SPELL)
3360 {
3387 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3388 return; 3362 return;
3389 3363
3390 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);
3391 do_learn_spell (who, item, 0); 3365 do_learn_spell (who, item, 0);
3392 return; 3366 return;
3393 } 3367 }
3394 3368
3395 /* grant direct spell */ 3369 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3370 if (item->type == SPELLBOOK)
3371 {
3397 if (!item->inv) { 3372 if (!item->inv)
3373 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3374 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3375 return;
3401 } 3376 }
3402 if (check_spell_known (who, item->inv->name)) 3377 if (check_spell_known (who, item->inv->name))
3403 return; 3378 return;
3404 if (item->invisible) { 3379 if (item->invisible)
3380 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3382 do_learn_spell (who, item->inv, 0);
3407 return; 3383 return;
3408 } 3384 }
3409 } 3385 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3411 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 {
3412 3390
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3391 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3392 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3393 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3394 * but not all of them, he gets nothing.
3417 */ 3395 */
3418 if (!(skop->attacktype & item->attacktype)) { 3396 if (!(skop->attacktype & item->attacktype))
3397 {
3419 /* Give new attacktype */ 3398 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3399 skop->attacktype |= item->attacktype;
3421 3400
3422 /* always add physical if there's none */ 3401 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3402 skop->attacktype |= AT_PHYSICAL;
3424 3403
3425 if (item->msg != NULL) 3404 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3406
3428 /* Give player new face */ 3407 /* Give player new face */
3429 if (item->animation_id) { 3408 if (item->animation_id)
3409 {
3430 who->face = skop->face; 3410 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3411 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3412 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3413 who->last_anim = 0;
3434 who->state = 0; 3414 who->state = 0;
3435 animate_object(who, who->direction); 3415 animate_object (who, who->direction);
3436 } 3416 }
3417 }
3418 }
3437 } 3419 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3420 else if (item->type == FORCE)
3421 {
3441 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3423 object *skin;
3424
3443 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3428 ;
3447 3429
3430 if (!skin)
3431 return;
3432
3448 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3437
3452 /* print message */ 3438 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3439 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3441 {
3456 if (j) 3442 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3443 {
3458 else 3444 if (j)
3459 j = 1; 3445 strcat (buf, " and ");
3446 else
3447 j = 1;
3460 strcat(buf, spellpathnames[i]); 3448 strcat (buf, spellpathnames[i]);
3461 } 3449 }
3462 } 3450 }
3463 strcat(buf,"."); 3451 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3453 }
3466 3454
3467 /* evtl. adding flags: */ 3455 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3457 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3459 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3462
3475 /* print message if there is one */ 3463 /* print message if there is one */
3476 if (item->msg != NULL) 3464 if (item->msg != NULL)
3477 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
3478 } 3468 {
3479 else {
3480 /* generate misc. treasure */ 3469 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3470 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3472 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3473 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3474 esrv_send_item (who, tmp);
3486 } 3475 }
3487} 3476}
3488 3477
3489/** 3478/**
3490 * 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
3491 * not readied. 3480 * not readied.
3492 */ 3481 */
3482void
3493void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3495 3487
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3490
3499 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 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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