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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
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> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 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; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
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;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 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); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 233
121 if (size + strlen(buf)>=HUGE_BUF) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
122 { 255 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 256 case SKILL:
124 break; 257 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; 258 break;
167 } 259
168 strncat(news+size,buf,HUGE_BUF-size); 260 case WAND:
169 size+=strlen(buf); 261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
170 } 270 }
171 } 271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
172 293 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 294 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 295 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}
180 296
181int playername_ok(const char *cp) { 297 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 298
185 for(;*cp!='\0';cp++) 299 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 300 ns->pl = 0;
187 return 0; 301 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 302 }
229 303
230 /* Clears basically the entire player structure except 304 if (ob)
231 * for next and socket. 305 ob->close_container (); //TODO: client-specific
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
236 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 336 * we deal with that below this point.
238 */ 337 */
239 p->party=NULL; 338 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 341
245#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 343
247#endif 344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
248 364 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
250 367 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 368
260 roll_stats(op); 369 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 370}
302 371
303 372player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 373{
307 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
308 op->x = -1; 375 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 376}
312 377
313/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
315 * mode. 380 * mode.
316 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
317 386
318int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 388
321 p=get_player(NULL); 389 pl->ob->roll_stats ();
322 p->socket = *ns; 390 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 392
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 393 set_first_map (pl->ob);
333 394
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 395 return pl;
341} 396}
342 397
343/* 398/*
344 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
347 */ 402 */
403archetype *
348archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
349{ 405{
350 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
351 for (;;) { 408 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 409 {
363} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
364 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
365 419
420object *
366object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
367 object *op = NULL; 423 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 424 objectlink *ol;
370 unsigned lastdist; 425 unsigned lastdist;
371 rv_vector rv; 426 rv_vector rv;
372 427
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
374 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
378 */ 434 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
380 object *tmp=ol->ob; 437 object *tmp = ol->ob;
381 438
382 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 440 * itself will have been cleared.
384 */ 441 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
386 ol = ol->next; 444 ol = ol->next;
387 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
388 if (!ol) return op; 446 if (!ol)
389 } 447 return op;
448 }
390 449
391 /* Remove special check for player from this. First, it looks to cause 450 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 453 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
397 */ 456 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 458 continue;
400 459
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
410 op=pl->ob; 461 {
462 op = ol->ob;
411 lastdist=rv.distance; 463 lastdist = rv.distance;
464 }
412 } 465 }
413 } 466
414 } 467 for_all_players (pl)
468 if (can_detect_enemy (mon, pl->ob, &rv))
469 if (lastdist > rv.distance)
470 {
471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
415#if 0 475#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 477#endif
418 return op; 478 return op;
419} 479}
420 480
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 482 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 499 * is probably not a good thing.
440 */ 500 */
441#define MAX_SPACES 50 501#define MAX_SPACES 50
442
443 502
444/* 503/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 520 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 521 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 522 * is blocking itself.
464 */ 523 */
524int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
466 rv_vector rv; 527 rv_vector rv;
467 sint16 x,y; 528 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
470 531
471 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
472 533
473 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 535 return 0;
726}
727 536
728void confirm_password(object *op) { 537 x = mon->x;
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 543
730 op->contr->write_buf[0]='\0'; 544 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 545 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 546 return 0;
733}
734 547
548 while (diff > 1 && max > 0)
549 {
550 lastx = x;
551 lasty = y;
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555
556 mflags = get_map_flags (m, &m, x, y, &x, &y);
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558
559 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
563 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before.
565 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
567 if (rv.direction != dir)
568 {
569 /* OK - says direction should be different - lets reset the
570 * the values so it will try again.
571 */
572 x = lastx;
573 y = lasty;
574 m = lastmap;
575 dir = firstdir = rv.direction;
576 }
577 else
578 {
579 /* direct path is blocked - try taking a side step to
580 * either the left or right.
581 * Note increase the values in the loop below to be
582 * more than -1/1 respectively will mean the monster takes
583 * bigger detour. Have to be careful about these values getting
584 * too big (3 or maybe 4 or higher) as the monster may just try
585 * stepping back and forth
586 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
590 continue; /* already did this, so skip it */
591 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in
593 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance,
596 * gets blocked, finds that it should move north,
597 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully
600 * moved.
601 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap;
606 mflags = get_map_flags (m, &m, x, y, &x, &y);
607 if (mflags & P_OUT_OF_MAP)
608 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
612 if (mflags & P_BLOCKSVIEW)
613 continue;
614
615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
617 }
618 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path.
620 */
621 if (i == (DETOUR_AMOUNT + 1))
622 return 0;
623 diff--;
624 lastdir = dir;
625 max--;
626 if (!firstdir)
627 firstdir = dir + i;
628 } /* else check alternate directions */
629 } /* if blocked */
630 else
631 {
632 /* we moved towards creature, so diff is less */
633 diff--;
634 max--;
635 lastdir = dir;
636 if (!firstdir)
637 firstdir = dir;
638 }
639
640 if (diff <= 1)
641 {
642 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance.
644 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 }
648
649 if (diff > max)
650 return 0;
651 }
652
653 /* If we reached the max, didn't find a direction in time */
654 if (!max)
655 return 0;
656
657 return firstdir;
658}
659
660void
661give_initial_items (object *pl, treasurelist * items)
662{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667
668 for (op = pl->inv; op; op = next)
669 {
670 next = op->below;
671
672 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way
674 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
676 SET_FLAG (op, FLAG_APPLIED);
677
678 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions
680 */
681 if (pl->type == PLAYER)
682 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
684 (op->type == ARMOUR || op->type == BOOTS ||
685 op->type == CLOAK || op->type == HELMET ||
686 op->type == SHIELD || op->type == GLOVES ||
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 {
689 op->destroy ();
690 continue;
691 }
692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
701 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
719 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723
724 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be
726 * merged properly.
727 */
728 if (need_identify (op))
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
735 {
736 op->destroy ();
737 continue;
738 }
739 else if (op->type == SKILL)
740 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0;
743 op->level = 1;
744 }
745 /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */
749
750 /* Need to set up the skill pointers */
751 link_player_skills (pl);
752}
753
754void
735void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
736 if (party == NULL) { 757 if (party == NULL)
758 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 760 return;
739 } 761 }
762
740 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 767}
745
746 768
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
748int roll_stat(void) { 771roll_stat (void)
772{
749 int a[4],i,j,k; 773 int a[4], i, j, k;
750 774
751 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
753 777
754 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 779 if (a[i] < k)
756 k=a[i],j=i; 780 k = a[i], j = i;
757 781
758 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 783 if (i != j)
760 k+=a[i]; 784 k += a[i];
761 } 785
762 return k; 786 return k;
763} 787}
764 788
765void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
766 int sum=0; 796 int sum = 0;
767 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
769 799
770 do { 800 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 801 break;
772 op->stats.Dex=roll_stat(); 802 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 803
783 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 806
792 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 809
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 810 stats.exp = 0;
823 op->stats.ac=0; 811 stats.ac = 0;
824 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
825 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
828 822
829 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
830 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
833 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
834} 855}
835 856
836void Roll_Again(object *op) 857static void
858start_info (object *op)
837{ 859{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
846 861
847 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 866}
955 867
956/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
960 * not the class. 872 * not the class.
961 */ 873 */
962 874void
963int key_change_class(object *op, char key) 875player::chargen_race_done ()
964{ 876{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 879
979 /* Lauwenmark : Here we handle the BORN global event */ 880 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
981 883
982 /* Lauwenmark : We then generate a LOGIN event */ 884 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 885 INVOKE_PLAYER (LOGIN, ob->contr);
886
984 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
985 888
986 if (op->msg) { 889 if (ob->msg)
987 free_string(op->msg); 890 ob->msg = 0;
988 op->msg=NULL;
989 }
990 891
991 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
992 * to save here. 893 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 894 */
1033 895 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1103 next = mp->next; 899 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 900
1105 delete_map(mp); 901 start_info (ob);
1106 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1107 903 give_initial_items (ob, ob->randomitems);
1108 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1109 } 912 {
1110 play_again(op); 913 object *tmp;
1111 return 1; 914 char mapname[MAX_BUF];
1112}
1113 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1114void flee_player(object *op) { 967flee_player (object *op)
968{
1115 int dir,diff; 969 int dir, diff;
1116 rv_vector rv; 970 rv_vector rv;
1117 971
1118 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 976 return;
1122 } 977 }
1123 978
1124 if(op->enemy==NULL) { 979 if (op->enemy == NULL)
980 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 981 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 982 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 983 return;
1128 } 984 }
1129 985
1130 /* Seen some crashes here. Since we don't store an 986 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 987 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 988 * actual enemy, and the object is recycled.
1133 */ 989 */
1134 if (op->enemy->map == NULL) { 990 if (op->enemy->map == NULL)
991 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 992 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 993 op->enemy = NULL;
1137 return; 994 return;
1138 } 995 }
1139 996
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
1141 op->enemy=NULL; 999 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1001 return;
1144 } 1002 }
1003
1145 get_rangevector(op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1146 1005
1147 dir=absdir(4+rv.direction); 1006 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1007 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return;
1013 }
1014
1155 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1017 op->enemy = NULL;
1158} 1018}
1159
1160 1019
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1022 * stop.
1164 */ 1023 */
1024int
1165int check_pick(object *op) { 1025check_pick (object *op)
1026{
1166 object *tmp, *next; 1027 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1028 int stop = 0;
1169 int j, k, wvratio; 1029 int wvratio;
1170 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1171
1172 1031
1173 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1175 return 1; 1034 return 1;
1176 1035
1177 op_tag = op->count;
1178
1179 next = op->below; 1036 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1037
1183 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1039 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1186 { 1041 {
1187 tmp = next; 1042 tmp = next;
1188 next = tmp->below; 1043 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1044
1192 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1193 return 0; 1046 return 0;
1194 1047
1195 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1196 continue; 1049 continue;
1197 1050
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1052 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1054 pick_up (op, tmp);
1202 continue; 1055 continue;
1203 } 1056 }
1204 1057
1205 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1207 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1062 {
1209 case 1: pick_up (op, tmp); 1063 case 0:
1210 return 1; 1064 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1065 case 1:
1212 return 0; 1066 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1067 return 1;
1214 case 4: pick_up (op, tmp); 1068 case 2:
1215 break; 1069 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1070 return 0;
1217 stop = 1; 1071 case 3:
1218 break; 1072 return 0; /* stop before pickup */
1219 case 6: 1073 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1074 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1075 break;
1222 pick_up(op, tmp); 1076 case 5:
1223 break; 1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1224 1084
1225 case 7: 1085 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1087 pick_up (op, tmp);
1228 break; 1088 break;
1229 1089
1230 default: 1090 default:
1231 /* use value density */ 1091 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1094 pick_up (op, tmp);
1235 >= op->contr->mode) 1095 }
1236 pick_up(op,tmp); 1096 }
1237 } 1097 else
1238 } 1098 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1242 { 1101 {
1243 /* some debugging code to figure out item information */ 1102 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1103 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1106 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1253 1112
1254 sprintf(putstring,"...flags: "); 1113 /* philosophy:
1255 for(k=0;k<4;k++) 1114 * It's easy to grab an item type from a pile, as long as it's
1256 { 1115 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1116 * and selections, select-items should be used. This is a
1258 { 1117 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1118 * example.
1260 { 1119 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1120 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1121 * convert to decimal and then 'pickup <#>
1263 } 1122 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1268#if 0 1349#if 0
1269 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1271 { 1352 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1354 }
1274 { 1355 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1359#endif
1360 continue;
1361 }
1362 }
1363 } /* the new pickup model */
1281 } 1364 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1365
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1366 return !stop;
1445} 1367}
1446 1368
1447/* 1369/*
1448 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1372 * found object is returned.
1451 */ 1373 */
1374object *
1452object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1453{ 1376{
1454 object *tmp = NULL; 1377 object *tmp = 0;
1455 1378
1456 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1461 return op; 1383 return op;
1384
1462 return tmp; 1385 return tmp;
1463} 1386}
1464 1387
1465/* 1388/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1393 */
1471 1394object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1396{
1474 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1476 1399
1477 if (!type) 1400 if (!type)
1478 return NULL; 1401 return NULL;
1479 1402
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1406 {
1407 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1409 if (i > betterby)
1486 tmp = ntmp; 1410 {
1487 betterby = i; 1411 tmp = ntmp;
1488 } 1412 betterby = i;
1413 }
1414 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1490 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1419 {
1493 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1421 {
1495 return arrow; 1422 *better = 100;
1496 } else { 1423 return arrow;
1497 tmp = arrow; 1424 }
1425 else
1426 {
1427 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1429 }
1500 } else { 1430 }
1431 else
1432 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1502 attacktype = 1<<attacknum; 1435 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1438 {
1439 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1441 }
1508 } 1442 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1444 {
1445 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1447 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1449 {
1450 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1452 }
1453 }
1454 }
1517 } 1455 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1457 return find_arrow (op, type);
1522 1458
1523 *better = betterby; 1459 *better = betterby;
1524 return tmp; 1460 return tmp;
1525} 1461}
1526 1462
1527/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1465 * op = the shooter
1530 * type = bow->race 1466 * type = bow->race
1531 * dir = fire direction 1467 * dir = fire direction
1532 */ 1468 */
1533 1469object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1535{ 1471{
1536 object *tmp = NULL; 1472 object *tmp = NULL;
1537 mapstruct *m; 1473 maptile *m;
1538 int i, mflags, found, number; 1474 int i, mflags, found, number;
1539 sint16 x, y; 1475 sint16 x, y;
1540 1476
1541 if (op->map == NULL) 1477 if (op->map == NULL)
1542 return find_arrow(op, type); 1478 return find_arrow (op, type);
1543 1479
1544 /* do a dex check */ 1480 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1483 return find_arrow (op, type);
1548 1484
1549 m = op->map; 1485 m = op->map;
1550 x = op->x; 1486 x = op->x;
1551 y = op->y; 1487 y = op->y;
1552 1488
1553 /* find the first target */ 1489 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1555 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1559 tmp = NULL; 1497 tmp = NULL;
1560 break; 1498 break;
1499 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1503 * perhaps a bad assumption.
1564 */ 1504 */
1565 tmp = NULL; 1505 tmp = NULL;
1566 break; 1506 break;
1567 } 1507 }
1568 if (mflags & P_IS_ALIVE) { 1508 if (mflags & P_IS_ALIVE)
1509 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1512 {
1572 break; 1513 found++;
1573 } 1514 break;
1515 }
1574 if (found) 1516 if (found)
1575 break; 1517 break;
1576 } 1518 }
1577 } 1519 }
1578 if (tmp == NULL) 1520 if (tmp == NULL)
1579 return find_arrow(op, type); 1521 return find_arrow (op, type);
1580 1522
1581 if (tmp->head) 1523 if (tmp->head)
1582 tmp = tmp->head; 1524 tmp = tmp->head;
1583 1525
1584 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1585} 1527}
1586 1528
1587/* 1529/*
1588 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1534 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1537 * player fire modes.
1596 */ 1538 */
1539int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1541{
1600 object *left, *bow; 1542 object *left, *bow;
1601 tag_t left_tag, tag; 1543 int mflags;
1602 int bowspeed, mflags; 1544 maptile *m;
1603 mapstruct *m;
1604 1545
1605 if (!dir) { 1546 if (!dir)
1547 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1608 } 1555 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1615 */ 1559 */
1616 if(bow->type==BOW) 1560 if (bow->type == BOW)
1617 break; 1561 break;
1618 1562
1619 if (!bow) { 1563 if (!bow)
1564 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1566 return 0;
1622 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1623 } 1576 }
1577
1624 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1581 return 0;
1627 } 1582 }
1628 1583
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1639 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1591 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1645 return 0; 1594 return 0;
1646 } 1595 }
1647 } 1596 }
1597
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1600 return 0;
1651 } 1601
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1605 return 0;
1655 } 1606 }
1656 1607
1657 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1610 {
1611 arrow->destroy ();
1612 return 0;
1613 }
1663 1614
1664 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1620 return 0;
1670 return 0;
1671 } 1621 }
1672 set_owner(arrow, op); 1622
1673 if (arrow->skill) free_string(arrow->skill); 1623 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1624 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1625 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1626
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1689 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1691 1633
1692 /* Note that this was different for monsters - they got their level 1634#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1694 */
1695 1636 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1700 /* update the speed */ 1651 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1653 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1654
1706 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1710 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1711 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1722 arrow->level = op->level; 1672 arrow->level = op->level;
1723 } 1673 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1725 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1679 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1680
1729 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1687
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1690
1737 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1692 move_arrow (arrow);
1739 1693
1740 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1743 else 1698 else
1744 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1745 } 1700 }
1701
1746 return 1; 1702 return 1;
1747} 1703}
1748 1704
1749/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1706 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1710 * hence the function name.
1755 */ 1711 */
1712int
1756int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1757{ 1714{
1758 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1759 1716
1760 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1718 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1720 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1724 wcmod = -1;
1725
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1727 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1739 }
1778 } else { 1740 else
1741 {
1779 /* Simple case */ 1742 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1744 }
1745
1782 return ret; 1746 return ret;
1783} 1747}
1784
1785 1748
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1788 */ 1751 */
1752void
1789void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1790{ 1754{
1791 object *item; 1755 object *item = op->contr->ranged_ob;
1792 1756
1793 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1760 return;
1796 } 1761 }
1797 1762
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1763 if (!item->inv)
1764 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1766 return;
1802 } 1767 }
1803 if (item->type == WAND) { 1768
1804 if(item->stats.food<=0) { 1769 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1770 return;
1808 } 1771
1772 if (item->type == WAND)
1773 {
1774 if (item->stats.food <= 0)
1775 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1779 return;
1780 }
1781 }
1809 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1812 if (item->type== ROD) 1788 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1790 else
1815 else 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1792
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1793 return;
1819 } 1794 }
1820 } 1795 }
1821 1796
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1825 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1826 object *tmp; 1803 {
1827 if (item->arch) { 1804 object *tmp;
1805
1806 if (item->arch)
1807 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1830 item->speed = 0; 1810 item->set_speed (0);
1831 update_ob_speed(item); 1811 }
1832 } 1812
1833 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1815 }
1836 } 1816 }
1837 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1818 drain_rod_charge (item);
1839 }
1840 } 1819 }
1841} 1820}
1842 1821
1843/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1844 */ 1823 */
1824bool
1845void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1846 int spellcost=0; 1827 int spellcost = 0;
1847 1828
1848 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1850 1832
1851 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1834
1855 case range_bow: 1835 if (pl->golem)
1856 player_fire_bow(op, dir); 1836 {
1857 return; 1837 control_golem (op->contr->golem, dir);
1858 1838 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1839 }
1874 else 1840
1875 control_golem(op->contr->ranges[range_golem], dir); 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1876 return; 1844 return false;
1877 1845
1878 case range_skill: 1846 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1847 return false;
1886 case range_builder: 1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1857 player_fire_bow (op, dir);
1858 break;
1859
1860 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1862 break;
1863
1864 case BUILDER:
1887 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1888 return; 1866 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1895 1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876
1877 return true;
1878}
1896 1879
1897/* find_key 1880/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1885 * pl is the player,
1903 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1906 */ 1889 */
1907 1890object *
1908object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1909{ 1892{
1910 object *tmp,*key; 1893 object *tmp, *key;
1911 1894
1912 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1914 1898
1915 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1918 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1920 */ 1906 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1908 break;
1923 } 1909 }
1910
1924 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1914 * a key, return
1928 */ 1915 */
1929 if (!tmp) { 1916 if (!tmp)
1917 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1931 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 {
1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1925 }
1926 }
1927
1928 if (!tmp)
1929 return NULL;
1934 } 1930 }
1935 } 1931
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1933 * see if we actually want to use it
1940 */ 1934 */
1941 if (pl!=container) { 1935 if (pl != container)
1936 {
1942 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1944 /* cases where this fails: 1940 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1942 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1948 * containers can be used. 1944 * containers can be used.
1949 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1953 * 1949 *
1954 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1955 * all the others. 1951 * all the others.
1956 */ 1952 */
1957 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1956 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1959 return NULL;
1966 } 1960 }
1967 } 1961 }
1962
1968 return tmp; 1963 return tmp;
1969} 1964}
1970 1965
1971/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1974 * 0 otherwise 1969 * 0 otherwise
1975 */ 1970 */
1971static int
1976static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1977{ 1973{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1982 */ 1977 */
1983 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1984 1979
1985 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1986 if (key) { 1981 if (key)
1982 {
1987 object *container=key->env; 1983 object *container = key->env;
1988 1984
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1986
1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op);
1992
1992 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1997 "You open the door with the %s", query_short_name(key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1999 }
2000
2000 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2003 if (container != op) 2004 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2005 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
2006 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
2007 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2013 return 1;
2010 } 2014 }
2015
2011 return 0; 2016 return 0;
2012} 2017}
2013 2018
2014/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2019 */ 2024 */
2020 2025bool
2021void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2022{ 2027{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 2028 int on_battleground;
2026 mapstruct *m;
2027 2029
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2032 2032
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034 2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043
2035 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2051 * move_ob uses.
2043 */ 2052 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2053 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2054
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2058 * on the space
2061 */ 2059 */
2062 while (tmp!=NULL) { 2060 object *mon;
2063 if (tmp == op) { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2062 {
2065 continue; 2063 if ((mon->flag [FLAG_ALIVE]
2064 || mon->type == LOCKED_DOOR
2065 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op)
2067 break;
2066 } 2068 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2069
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2071 return false; /* into a wall */
2078 2072
2079 if(mon->head != NULL)
2080 mon = mon->head; 2073 mon = mon->head_ ();
2081 2074
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2080 return true;
2081 }
2084 2082
2085 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2088 * and thus will not push them.
2091 */ 2089 */
2092 2090
2093 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2096 */ 2094 */
2097 if ((op->type==PLAYER) 2095 if (op->type == PLAYER
2098#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2098 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2100 {
2110 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2102 if (op->contr->braced)
2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2110 push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 2111
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return true;
2116 }
2117 else
2118 return false;
2119 }
2120
2118 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2124 * attack them either.
2122 */ 2125 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2128 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2136 if (!op->contr->braced)
2132 )) { 2137 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2139 push_ob (mon, dir, op);
2136 } else { 2140 }
2141 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2143
2144 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op);
2146
2147 return true;
2148 }
2138 } 2149 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2152 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2156 {
2157 --op->speed_left;
2158
2146 recursive_roll(mon,dir,op); 2159 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2160 if (action_makes_visible (op))
2148 } 2161 make_visible (op);
2149 2162
2163 return true;
2164 }
2165 }
2150 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2171 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2174 {
2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2176 {
2177 --op->contr->weapon_sp_left;
2160 2178
2161 /* If the player hasn't hit something this tick, and does 2179 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2180
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 if (action_makes_visible (op))
2182 make_visible (op);
2183
2184 return true;
2185 }
2170 } 2186 }
2171 2187
2172 skill_attack(mon, op, 0, NULL, NULL); 2188 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2189}
2190 2190
2191bool
2191int move_player(object *op,int dir) { 2192move_player (object *op, int dir)
2193{
2192 int pick; 2194 int pick;
2193 object *transport = op->contr->transport;
2194 2195
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2197 return 0;
2198
2199 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9))
2201 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0;
2204 }
2205
2206 /* peterm: added following line */
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209
2210 op->facing = dir;
2211
2212 if (op->hide)
2213 do_hidden_move (op);
2214
2215 bool retval;
2216
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on)
2220 retval = fire (op, dir);
2221 else
2222 {
2223 retval = move_player_attack (op, dir);
2224 pick = check_pick (op);
2225 }
2226
2227 /* Add special check for newcs players and fire on - this way, the
2228 * server can handle repeat firing.
2229 */
2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2231 op->direction = dir;
2232 else
2233 op->direction = 0;
2234
2235 /* Update how the player looks. Use the facing, so direction may
2236 * get reset to zero. This allows for full animation capabilities
2237 * for players.
2238 */
2239 animate_object (op, op->facing);
2240
2241 return retval;
2257} 2242}
2258 2243
2259/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2245 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2247 * the new speed values for commands.
2263 * 2248 *
2264 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2265 */ 2252 */
2253bool
2266int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2267{ 2255{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2257 {
2258 if (op->speed_left > 0.f)
2259 {
2260 --op->speed_left;
2261 flee_player (op);
2292 2262
2293 /* I've been seeing crashes where the golem has been destroyed, but 2263 return true;
2294 * the player object still points to the defunct golem. The code that 2264 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2265 else
2296 * put this in a a workaround to clean up the golem pointer. 2266 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2267 }
2304 2268
2305 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2271 * called, so we recheck it here.
2308 */ 2272 */
2309 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2274 return true;
2311 2275
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2277 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2278
2322 else return 0; 2279 return false;
2323 } 2280}
2281
2282int
2283save_life (object *op)
2284{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2286 return 0;
2325}
2326 2287
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2293
2338 query_name(tmp));
2339 if (op->contr) 2294 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2296
2342 free_object(tmp); 2297 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2344 if(op->stats.hp<0) 2300 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2346 if(op->stats.food<0) 2303 if (op->stats.food < 0)
2347 op->stats.food = 999; 2304 op->stats.food = 999;
2348 fix_player(op); 2305
2306 op->update_stats ();
2349 return 1; 2307 return 1;
2350 } 2308 }
2309
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2313 return 0;
2355} 2314}
2356 2315
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2360 * from. 2319 * from.
2361 */ 2320 */
2321void
2362void remove_unpaid_objects(object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2363{ 2323{
2364 object *next;
2365
2366 while (op) { 2324 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2325 {
2368 * we remove object 'op' 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2327
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2329 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2332
2333 op->insert_at (env);
2334 }
2335 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env);
2337
2338 op = next;
2339 }
2340}
2383 2341
2384/* 2342/*
2385 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2346 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2347 * but there isn't one in the server directory.
2390 */ 2348 */
2349char *
2391char *gravestone_text (object *op) 2350gravestone_text (object *op)
2392{ 2351{
2393 static char buf2[MAX_BUF]; 2352 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2354 time_t now = time (NULL);
2396 2355
2397 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2359 else
2401 sprintf (buf, "%s\n", op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2363 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2366 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2370 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2371 if (op->type == PLAYER)
2372 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2375 strcat (buf2, buf);
2414 } 2376 }
2377
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2418 return buf2; 2382 return buf2;
2419} 2383}
2420 2384
2421 2385void
2422
2423void do_some_living(object *op) { 2386do_some_living (object *op)
2387{
2424 int last_food=op->stats.food; 2388 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2389 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2390 int over_hp, over_sp, over_grace;
2427 int i; 2391 int i;
2428 int rate_hp = 1200; 2392 int rate_hp = 1200;
2429 int rate_sp = 2500; 2393 int rate_sp = 2500;
2430 int rate_grace = 2000; 2394 int rate_grace = 2000;
2431 const int max_hp = 1; 2395 const int max_hp = 1;
2432 const int max_sp = 1; 2396 const int max_sp = 1;
2433 const int max_grace = 1; 2397 const int max_grace = 1;
2434 2398
2435 if (op->contr->outputs_sync) { 2399 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2400 {
2437 if (op->contr->outputs[i].buf!=NULL && 2401 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2402 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2440 } 2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2441 2417
2442 if(op->contr->state==ST_PLAYING) { 2418 if (op->contr->ns->state == ST_PLAYING)
2443 2419 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2422 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2424 else
2425 {
2426 gen_hp = op->stats.maxhp;
2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2428 }
2429
2430 if (op->contr->gen_sp >= 0)
2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2432 else
2433 {
2434 gen_sp = op->stats.maxsp;
2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2436 }
2437
2438 if (op->contr->gen_grace >= 0)
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else
2441 {
2442 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487
2488 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0)
2491 {
2492 if (op->stats.grace < op->stats.maxgrace / 2)
2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2495 if (max_grace > 1)
2496 {
2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2498 if (over_grace > 0)
2499 {
2500 op->stats.sp += over_grace
2501 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2502 op->last_grace = 0;
2503 }
2504 else
2505 {
2506 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2507 }
2508 }
2509 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 /* wearing stuff doesn't detract from grace generation. */
2514 }
2515
2516 /* Regenerate Hit Points */
2517 if (--op->last_heal < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 {
2525 op->stats.food--;
2526 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food;
2530 }
2531 }
2532
2533 if (max_hp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 }
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2550 }
2551
2552 /* Digestion */
2553 if (--op->last_eat < 0)
2554 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2556
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2562 /* dms do not consume food */ 2562 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2564 op->stats.food--;
2565 } 2565 }
2566 2566
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2568 {
2569 object *tmp, *flesh = 0;
2569 2570
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2572 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2574 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2578 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2580 break;
2577 } 2581 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2582 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2583 flesh = tmp;
2580 } /* end of for loop */ 2584 } /* End if paid for object */
2585 } /* end of for loop */
2586
2581 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2588 * eat flesh instead.
2583 */ 2589 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2593 manual_apply (op, flesh, 0);
2587 } 2594 }
2588 } /* end if player is starving */ 2595 }
2589 2596
2590 while(op->stats.food<0&&op->stats.hp>0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2592 2599
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2601 kill_player (op);
2602 }
2595} 2603}
2596
2597
2598 2604
2599/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2608 * file.
2603 */ 2609 */
2610void
2604void kill_player(object *op) 2611kill_player (object *op)
2605{ 2612{
2606 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2607 int x,y,i; 2614 int x, y;
2615
2616 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2618
2609 int z; 2619 /* int z;
2610 int num_stats_lose; 2620 int num_stats_lose;
2611 int lost_a_stat; 2621 int lost_a_stat;
2612 int lose_this_stat; 2622 int lose_this_stat;
2613 int this_stat; 2623 int this_stat; */
2614 int will_kill_again; 2624 int will_kill_again;
2615 archetype *at; 2625 archetype *at;
2616 object *tmp; 2626 object *tmp;
2617 2627
2618 if(save_life(op)) 2628 if (save_life (op))
2619 return; 2629 return;
2620 2630
2621 2631
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2633 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2634 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2635 */
2626 if (op_on_battleground(op, &x, &y)) { 2636 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2637 {
2628 "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2640
2631
2632 /* restore player */ 2641 /* restore player */
2633 at = find_archetype("poisoning"); 2642 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2644 {
2636 remove_ob(tmp); 2645 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2647 }
2640 2648
2641 at = find_archetype("confusion"); 2649 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2651 {
2644 remove_ob(tmp); 2652 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2654 }
2648 2655
2649 cure_disease(op,0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2658 if (op->stats.food <= 0)
2652 2659 op->stats.food = 999;
2660
2653 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2663 {
2657 sprintf(buf,"%s's finger",op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2665 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2669 tmp->msg = buf;
2663 tmp->msg=add_string(buf); 2670 tmp->value = 0, tmp->type = 0;
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2671 tmp->materialname = "organics";
2665 tmp->materialname = NULL; 2672 tmp->insert_at (op, tmp);
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2673 }
2674
2670 /* teleport defeated player to new destination*/ 2675 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2677 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2678 return;
2679 }
2679 2680
2681 INVOKE_PLAYER (DEATH, op->contr);
2682
2680 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2681 2684
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2685 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2686 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2688 strcpy (op->contr->killer, "starvation");
2693 } 2689 }
2694 else { 2690 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2691 sprintf (buf, "%s died.", &op->name);
2702 } 2692
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2694
2705 /* save the map location for corpse, gravestone*/ 2695 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2696 x = op->x;
2697 y = op->y;
2698 map = op->map;
2707 2699
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
2713 */ 2703 */
2714 2704
2715 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2707 * of death.
2718 */ 2708 */
2719#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2710 if (settings.balanced_stat_loss)
2711 {
2721 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2714 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2717 little bit harder. */
2727 /* GD */ 2718 /* GD */
2728 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2720 num_stats_lose = 1;
2730 else 2721 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2723 }
2724 else
2733 num_stats_lose = 1; 2725 num_stats_lose = 1;
2734 } 2726
2735 lost_a_stat = 0; 2727 lost_a_stat = 0;
2736 2728
2737 for (z=0; z<num_stats_lose; z++) { 2729 for (z = 0; z < num_stats_lose; z++)
2730 {
2738 i = RANDOM() % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
2739 2732
2740 if (settings.stat_loss_on_death) { 2733 if (settings.stat_loss_on_death)
2734 {
2741 /* Pick a random stat and take a point off it. Tell the player 2735 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2736 * what he lost.
2743 */ 2737 */
2744 change_attr_value(&(op->stats), i,-1); 2738 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2739 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2741 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2743 lost_a_stat = 1;
2750 } else { 2744 }
2745 else
2746 {
2751 /* deplete a stat */ 2747 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2748 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
2754 2753 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2754 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2755 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2756 }
2788 if (lose_this_stat) { 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
2759 {
2760 /* GD */
2761 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2762 this_stat = get_attr_value (&(dep->stats), i);
2763 if (this_stat < 0)
2764 {
2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2774 {
2775 lose_this_stat = 0;
2776 /* Take loss chance vs keep chance to see if we
2777 retain the stat. */
2778 }
2779 else
2780 {
2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
2786 }
2787 }
2788 }
2789
2790 if (lose_this_stat)
2791 {
2792 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2793 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2794 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2795 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2796 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2797 * difference.
2795 */ 2798 */
2796 if (this_stat>=-50) { 2799 if (this_stat >= -50)
2800 {
2797 change_attr_value(&(dep->stats), i, -1); 2801 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2802 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2804 op->update_stats ();
2801 lost_a_stat = 1; 2805 lost_a_stat = 1;
2802 } 2806 }
2803 } 2807 }
2808 }
2804 } 2809 }
2805 }
2806 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2811 if (!lost_a_stat)
2808 { 2812 {
2809 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2814 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2815 const char *god = determine_god (op);
2816
2812 if (god && (strcmp(god, "none"))) 2817 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2819 else
2815 " you.", god); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2821 }
2822#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2824#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2825
2824 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2827 * exp loss on the stone.
2826 */ 2828 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2831 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2833 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2834 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2835 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2838
2841 /**************************************/ 2839 /**************************************/
2842 /* */ 2840 /* */
2843 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
2846 /* */ 2844 /* */
2847 /**************************************/ 2845 /**************************************/
2848 2846
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2847 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2848 /* restore player */
2851 at = find_archetype("poisoning"); 2849 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2850 tmp = present_arch_in_ob (at, op);
2851
2853 if (tmp) { 2852 if (tmp)
2854 remove_ob(tmp); 2853 {
2855 free_object(tmp); 2854 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2856 }
2858 2857
2859 at = find_archetype("confusion"); 2858 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2859 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2860 if (tmp)
2862 remove_ob(tmp); 2861 {
2863 free_object(tmp); 2862 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2864 }
2865
2866 cure_disease(op,0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
2867 2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2869 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2875
2875 /* 2876 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
2878 * in the map. 2879 */
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2881
2889 /****************************************/ 2882 /****************************************/
2890 /* */ 2883 /* */
2891 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2893 /* */ 2886 /* */
2894 /****************************************/ 2887 /****************************************/
2895 2888
2896 enter_player_savebed(op); 2889 enter_player_savebed (op);
2897 2890
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2891 op->contr->braced = 0;
2902 save_player(op,1);
2903 2892
2904 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2896 * on the space that might harm the player.
2908 */ 2897 */
2909 will_kill_again=0; 2898 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
2913 } 2902
2914 if (will_kill_again) { 2903 if (will_kill_again)
2904 {
2915 object *force; 2905 object *force;
2916 int at; 2906 int at;
2917 2907
2918 force=get_archetype(FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2910 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2911 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2913 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2915 force->resist[at] = 100;
2926 } 2916
2927 insert_ob_in_ob(force, op); 2917 insert_ob_in_ob (force, op);
2928 fix_player(op); 2918 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2919
2920 }
2921
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2923}
3004 2924
3005 2925void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2926loot_object (object *op)
2927{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2928 object *tmp, *tmp2, *next;
3008 2929
3009 if (op->container) { /* close open sack first */ 2930 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2931
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2932 for (tmp = op->inv; tmp; tmp = next)
2933 {
3014 next=tmp->below; 2934 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2935
3016 remove_ob(tmp); 2936 if (tmp->invisible)
2937 continue;
2938
2939 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2940 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2941
3019 loot_object(tmp); 2942 if (tmp->type == CONTAINER)
3020 } 2943 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2944
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 {
3023 if(tmp->nrof>1) { 2947 if (tmp->nrof > 1)
2948 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2950 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 }
2953 else
2954 tmp->destroy ();
2955 }
3027 } else 2956 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2958 }
3032} 2959}
3033 2960
3034/* 2961/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2964 * was changed.
3038 */ 2965 */
3039 2966void
3040void fix_weight(void) { 2967fix_weight (void)
3041 player *pl; 2968{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2969 for_all_players (pl)
2970 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2972
3044 if(old == sum) 2973 if (old == sum)
3045 continue; 2974 continue;
3046 fix_player(pl->ob); 2975 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2977 }
3050} 2978}
3051 2979
2980void
3052void fix_luck(void) { 2981fix_luck (void)
3053 player *pl; 2982{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2983 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2985 pl->ob->change_luck (0);
3057} 2986}
3058
3059 2987
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3063 */ 2991 */
3064
3065void 2992void
3066cast_dust (object * op, object * throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3067{ 2994{
3068 object *skop, *spob; 2995 object *skop, *spob;
3069 2996
3070 skop = find_skill_by_name (op, throw_ob->skill); 2997 skop = find_skill_by_name (op, throw_ob->skill);
3071 2998
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2999 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3000 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3001 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3002 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 3003 return;
3078 } 3004 }
3079 3005
3080 spob = throw_ob->inv; 3006 spob = throw_ob->inv;
3081 3007
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3008 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 3009 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 3010 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3011 if (!spob)
3086 { 3012 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3013 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 3014 return;
3090 } 3015 }
3091 3016
3092 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3018 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 3019
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3021
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3023}
3101 3024
3025void
3102void make_visible (object *op) { 3026make_visible (object *op)
3027{
3103 op->hide = 0; 3028 op->hide = 0;
3104 op->invisible = 0; 3029 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 3030 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3031 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3032 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3033 op->contr->invis_race = 0;
3034 }
3035
3036 update_object (op, UP_OBJ_CHANGE);
3037}
3038
3039int
3040is_true_undead (object *op)
3041{
3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3043 return 1;
3044
3121 return 0; 3045 return 0;
3122} 3046}
3123 3047
3124/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3050 * indicate greater hideability.
3127 */ 3051 */
3128 3052
3053int
3129int hideability(object *ob) { 3054hideability (object *ob)
3055{
3130 int i,level=0, mflag; 3056 int i, level = 0, mflag;
3131 sint16 x,y; 3057 sint16 x, y;
3132 3058
3133 if(!ob||!ob->map) return 0; 3059 if (!ob || !ob->map)
3060 return 0;
3134 3061
3135 /* so, on normal lighted maps, its hard to hide */ 3062 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3063 level = ob->map->darkness - 2;
3137 3064
3138 /* this also picks up whether the object is glowing. 3065 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 3066 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 3067 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3068 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness));
3142 3070
3143 /* scan through all nearby squares for terrain to hide in */ 3071 /* scan through all nearby squares for terrain to hide in */
3144 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 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3075 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue;
3078 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3080 level += 2;
3149 else /* open terrain! */ 3081 else /* open terrain! */
3150 level -= 1; 3082 level -= 1;
3151 } 3083 }
3152 3084
3153#if 0 3085#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3086 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3087#endif
3156 return level; 3088 return level;
3157} 3089}
3158 3090
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3095 */
3164 3096void
3165void do_hidden_move (object *op) { 3097do_hidden_move (object *op)
3098{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3100 object *skop;
3168 3101
3169 if(!op || !op->map) return; 3102 if (!op || !op->map)
3103 return;
3170 3104
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3106
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3108 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3109 if (!skop || num >= skop->level)
3110 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 3112 make_visible (op);
3178 return; 3113 return;
3179 } else num += 20;
3180 } 3114 }
3115 else
3116 num += 20;
3117
3181 num += op->map->difficulty; 3118 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3120 num -= hide;
3121
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 {
3185 make_visible(op); 3124 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3125 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3127 }
3189 else if (op->type == PLAYER && skop) { 3128 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 3130}
3193 3131
3194/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3195 3133
3134int
3196int stand_near_hostile( object *who ) { 3135stand_near_hostile (object *who)
3136{
3197 object *tmp=NULL; 3137 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3139 maptile *m;
3200 sint16 x,y; 3140 sint16 x, y;
3201 3141
3202 if(!who) return 0; 3142 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3143 return 0;
3144
3145 if (who->type == PLAYER)
3146 player = 1;
3147
3148 else
3149 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3150
3151 /* search adjacent squares */
3152 for (i = 1; i < 9; i++)
3153 {
3154 x = who->x + freearr_x[i];
3155 y = who->y + freearr_y[i];
3156 m = who->map;
3157 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space.
3160 */
3161 if (mflags & P_OUT_OF_MAP)
3162 continue;
3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3164 continue;
3165
3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3167 {
3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3169 return 1;
3170 else if (tmp->type == PLAYER)
3171 {
3172 /*don't let a hidden DM prevent you from hiding */
3173 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3174 return 1;
3175 }
3176 }
3177 }
3178 return 0;
3232} 3179}
3233 3180
3234/* check the player los field for viewability of the 3181/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3182 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 3183 * but we dont worry if the object isnt the top one in
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 3190 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 3191 * -b.t.
3245 * This function is now map tiling safe. 3192 * This function is now map tiling safe.
3246 */ 3193 */
3247 3194
3195int
3248int player_can_view (object *pl,object *op) { 3196player_can_view (object *pl, object *op)
3197{
3249 rv_vector rv; 3198 rv_vector rv;
3250 int dx,dy; 3199 int dx, dy;
3251 3200
3252 if(pl->type!=PLAYER) { 3201 if (pl->type != PLAYER)
3202 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3204 return -1;
3279 op = op->more;
3280 } 3205 }
3206
3207 if (!pl || !op)
3281 return 0; 3208 return 0;
3209
3210 op = op->head_ ();
3211
3212 get_rangevector (pl, op, &rv, 0x1);
3213
3214 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any
3216 * part that is in the los array but isnt on
3217 * a blocked los square.
3218 * we use the archetype to figure out offsets.
3219 */
3220 while (op)
3221 {
3222 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y;
3224
3225 /* only the viewable area the player sees is updated by LOS
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1;
3233 op = op->more;
3234 }
3235 return 0;
3282} 3236}
3283 3237
3284/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3242 * return 0.
3289 */ 3243 */
3244int
3290int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3246{
3291 3247
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3251 return 0;
3295 3252
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3297 3255
3298 /* If monsters, they should become visible */ 3256 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1; 3260 return 1;
3302 } 3261 }
3303 } 3262 }
3304 return 0; 3263 return 0;
3305} 3264}
3306 3265
3307/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3269 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3273 */
3274int
3315int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3276{
3316 object *tmp; 3277 object *tmp;
3317 3278
3318 /* A battleground-tile needs the following attributes to be valid: 3279 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3282 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3283 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3284 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3286 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3331 object *invtmp; 3295 object *invtmp;
3296
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3298 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3301 if (x != NULL && y != NULL)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3303 return 1;
3304 }
3305 }
3306 }
3335 if (x != NULL && y != NULL) 3307 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3309 return 1;
3338 } 3310 }
3339 } 3311 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3312 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3313 /* If we got here, did not find a battleground */
3348 return 0; 3314 return 0;
3349} 3315}
3350 3316
3351/* 3317/*
3355 * attributes: 3321 * attributes:
3356 * object *who the dragon player 3322 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3323 * int atnr the attack-number of the ability focus
3358 * int level ability level 3324 * int level ability level
3359 */ 3325 */
3326void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3327dragon_ability_gain (object *who, int atnr, int level)
3328{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3329 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3330 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3331 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3332 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3334 int i = 0, j = 0;
3367 3335
3368 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3377 3345
3378 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3379 return; 3347 return;
3380 3348
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3350
3383 3351 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3352 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3354 return;
3387 } 3355 }
3388 3356
3389 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3358 item = tr->item;
3391 3359
3392 if (item->type == SPELL) { 3360 if (item->type == SPELL)
3361 {
3393 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3394 return; 3363 return;
3395 3364
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3365 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3366 do_learn_spell (who, item, 0);
3398 return; 3367 return;
3399 } 3368 }
3400 3369
3401 /* grant direct spell */ 3370 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3371 if (item->type == SPELLBOOK)
3372 {
3403 if (!item->inv) { 3373 if (!item->inv)
3374 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3375 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3376 return;
3407 } 3377 }
3408 if (check_spell_known (who, item->inv->name)) 3378 if (check_spell_known (who, item->inv->name))
3409 return; 3379 return;
3410 if (item->invisible) { 3380 if (item->invisible)
3381 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3382 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3383 do_learn_spell (who, item->inv, 0);
3413 return; 3384 return;
3414 } 3385 }
3415 } 3386 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3387 else if (item->type == SKILL_TOOL && item->invisible)
3388 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3389 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3390 {
3418 3391
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3392 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3393 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3394 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3395 * but not all of them, he gets nothing.
3423 */ 3396 */
3424 if (!(skop->attacktype & item->attacktype)) { 3397 if (!(skop->attacktype & item->attacktype))
3398 {
3425 /* Give new attacktype */ 3399 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3400 skop->attacktype |= item->attacktype;
3427 3401
3428 /* always add physical if there's none */ 3402 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3403 skop->attacktype |= AT_PHYSICAL;
3430 3404
3431 if (item->msg != NULL) 3405 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3406 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3407
3434 /* Give player new face */ 3408 /* Give player new face */
3435 if (item->animation_id) { 3409 if (item->animation_id)
3410 {
3436 who->face = skop->face; 3411 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3412 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3413 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3414 who->last_anim = 0;
3440 who->state = 0; 3415 who->state = 0;
3441 animate_object(who, who->direction); 3416 animate_object (who, who->direction);
3442 } 3417 }
3418 }
3419 }
3443 } 3420 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3421 else if (item->type == FORCE)
3422 {
3447 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3424 object *skin;
3425
3449 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 skin=skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3452 if (skin == NULL) return; 3429 ;
3453 3430
3431 if (!skin)
3432 return;
3433
3454 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3436 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3438
3458 /* print message */ 3439 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3440 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3441 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3442 {
3462 if (j) 3443 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3444 {
3464 else 3445 if (j)
3465 j = 1; 3446 strcat (buf, " and ");
3447 else
3448 j = 1;
3466 strcat(buf, spellpathnames[i]); 3449 strcat (buf, spellpathnames[i]);
3467 } 3450 }
3468 } 3451 }
3469 strcat(buf,"."); 3452 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3454 }
3472 3455
3473 /* evtl. adding flags: */ 3456 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3457 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3458 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3459 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3460 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3462 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3463
3481 /* print message if there is one */ 3464 /* print message if there is one */
3482 if (item->msg != NULL) 3465 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 }
3468 else
3484 } 3469 {
3485 else {
3486 /* generate misc. treasure */ 3470 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3471 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3473 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3474 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3475 esrv_send_item (who, tmp);
3492 } 3476 }
3493} 3477}
3494 3478
3495/** 3479/**
3496 * Unready an object for a player. This function does nothing if the object was 3480 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3481 * not readied.
3498 */ 3482 */
3483void
3499void player_unready_range_ob(player *pl, object *ob) { 3484player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3501 3488
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3489 if (pl->combat_ob == ob)
3503 if (pl->ranges[i] == ob) { 3490 pl->combat_ob = 0;
3504 pl->ranges[i] = NULL; 3491
3505 if (pl->shoottype == i) { 3492 if (pl->ranged_ob == ob)
3506 pl->shoottype = range_none; 3493 pl->ranged_ob = 0;
3507 }
3508 }
3509 }
3510} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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