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Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 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 1.8 2006/08/27 17:59:26 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 302 }
227 303
228 /* Clears basically the entire player structure except 304 if (ob)
229 * for next and socket. 305 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 306
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{
234 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 336 * we deal with that below this point.
236 */ 337 */
237 p->party=NULL; 338 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 341
243#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 343
245#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)
246 364 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
248 367 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 368
258 roll_stats(op); 369 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 370}
300 371
301 372player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 373{
305 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
306 op->x = -1; 375 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 376}
310 377
311/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
313 * mode. 380 * mode.
314 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
315 386
316int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 388
319 p=get_player(NULL); 389 pl->ob->roll_stats ();
320 p->socket = *ns; 390 pl->ob->stats.wc = 2;
321 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... */
322 if(p->socket.faces_sent == NULL) 392
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 393 set_first_map (pl->ob);
331 394
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 395 return pl;
339} 396}
340 397
341/* 398/*
342 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
345 */ 402 */
403archetype *
346archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
347{ 405{
348 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
349 for (;;) { 408 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 409 {
361} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
362 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
363 419
420object *
364object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
365 object *op = NULL; 423 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 424 objectlink *ol;
368 unsigned lastdist; 425 unsigned lastdist;
369 rv_vector rv; 426 rv_vector rv;
370 427
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
376 */ 434 */
377 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 {
378 object *tmp=ol->ob; 437 object *tmp = ol->ob;
379 438
380 /* 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
381 * itself will have been cleared. 440 * itself will have been cleared.
382 */ 441 */
383 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 ());
384 ol = ol->next; 444 ol = ol->next;
385 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
386 if (!ol) return op; 446 if (!ol)
387 } 447 return op;
448 }
388 449
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 453 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
395 */ 456 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 458 continue;
398 459
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
408 op=pl->ob; 461 {
462 op = ol->ob;
409 lastdist=rv.distance; 463 lastdist = rv.distance;
464 }
410 } 465 }
411 } 466
412 } 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
413#if 0 475#if 0
414 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)");
415#endif 477#endif
416 return op; 478 return op;
417} 479}
418 480
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 499 * is probably not a good thing.
438 */ 500 */
439#define MAX_SPACES 50 501#define MAX_SPACES 50
440
441 502
442/* 503/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 520 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 521 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 522 * is blocking itself.
462 */ 523 */
524int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
464 rv_vector rv; 527 rv_vector rv;
465 sint16 x,y; 528 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
468 531
469 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
470 533
471 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 535 return 0;
724}
725 536
726void 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));
727 543
728 op->contr->write_buf[0]='\0'; 544 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 545 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 546 return 0;
731}
732 547
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
733void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
734 if (party == NULL) { 757 if (party == NULL)
758 {
735 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);
736 return; 760 return;
737 } 761 }
762
738 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
741 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:");
742} 767}
743
744 768
745/* 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
746int roll_stat(void) { 771roll_stat (void)
772{
747 int a[4],i,j,k; 773 int a[4], i, j, k;
748 774
749 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
751 777
752 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 779 if (a[i] < k)
754 k=a[i],j=i; 780 k = a[i], j = i;
755 781
756 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 783 if (i != j)
758 k+=a[i]; 784 k += a[i];
759 } 785
760 return k; 786 return k;
761} 787}
762 788
763void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
764 int sum=0; 796 int sum = 0;
765 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
767 799
768 do { 800 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 801 break;
770 op->stats.Dex=roll_stat(); 802 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 803
781 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 806
790 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 809
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 810 stats.exp = 0;
821 op->stats.ac=0; 811 stats.ac = 0;
822 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
823 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
826 822
827 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
828 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
832} 855}
833 856
834void Roll_Again(object *op) 857static void
858start_info (object *op)
835{ 859{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
844 861
845 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 866}
953 867
954/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
958 * not the class. 872 * not the class.
959 */ 873 */
960 874void
961int key_change_class(object *op, char key) 875player::chargen_race_done ()
962{ 876{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
977 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
979 886
980 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
981 888
982 if (op->msg) { 889 if (ob->msg)
983 free_string(op->msg); 890 ob->msg = 0;
984 op->msg=NULL;
985 }
986 891
987 /* 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
988 * to save here. 893 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 894 */
1029 895 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1101 next = mp->next; 899 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 900
1103 delete_map(mp); 901 start_info (ob);
1104 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1105 903 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 912 {
1108 play_again(op); 913 object *tmp;
1109 return 1; 914 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 967flee_player (object *op)
968{
1113 int dir,diff; 969 int dir, diff;
1114 rv_vector rv; 970 rv_vector rv;
1115 971
1116 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 976 return;
1120 } 977 }
1121 978
1122 if(op->enemy==NULL) { 979 if (op->enemy == NULL)
980 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 981 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 982 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 983 return;
1126 } 984 }
1127 985
1128 /* Seen some crashes here. Since we don't store an 986 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 987 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 988 * actual enemy, and the object is recycled.
1131 */ 989 */
1132 if (op->enemy->map == NULL) { 990 if (op->enemy->map == NULL)
991 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 992 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 993 op->enemy = NULL;
1135 return; 994 return;
1136 } 995 }
1137 996
1138 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 {
1139 op->enemy=NULL; 999 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1001 return;
1142 } 1002 }
1003
1143 get_rangevector(op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1144 1005
1145 dir=absdir(4+rv.direction); 1006 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1007 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1017 op->enemy = NULL;
1156} 1018}
1157
1158 1019
1159/* 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.
1160 * 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
1161 * stop. 1022 * stop.
1162 */ 1023 */
1024int
1163int check_pick(object *op) { 1025check_pick (object *op)
1026{
1164 object *tmp, *next; 1027 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1028 int stop = 0;
1167 int j, k, wvratio; 1029 int wvratio;
1168 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1169
1170 1031
1171 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1173 return 1; 1034 return 1;
1174 1035
1175 op_tag = op->count;
1176
1177 next = op->below; 1036 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1037
1181 /* 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
1182 * destroyed */ 1039 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1184 { 1041 {
1185 tmp = next; 1042 tmp = next;
1186 next = tmp->below; 1043 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1044
1190 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1191 return 0; 1046 return 0;
1192 1047
1193 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1194 continue; 1049 continue;
1195 1050
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1052 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1054 pick_up (op, tmp);
1200 continue; 1055 continue;
1201 } 1056 }
1202 1057
1203 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1205 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1062 {
1207 case 1: pick_up (op, tmp); 1063 case 0:
1208 return 1; 1064 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1065 case 1:
1210 return 0; 1066 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1067 return 1;
1212 case 4: pick_up (op, tmp); 1068 case 2:
1213 break; 1069 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1070 return 0;
1215 stop = 1; 1071 case 3:
1216 break; 1072 return 0; /* stop before pickup */
1217 case 6: 1073 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1074 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1075 break;
1220 pick_up(op, tmp); 1076 case 5:
1221 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;
1222 1084
1223 case 7: 1085 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1087 pick_up (op, tmp);
1226 break; 1088 break;
1227 1089
1228 default: 1090 default:
1229 /* use value density */ 1091 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1094 pick_up (op, tmp);
1233 >= op->contr->mode) 1095 }
1234 pick_up(op,tmp); 1096 }
1235 } 1097 else
1236 } 1098 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1240 { 1101 {
1241 /* some debugging code to figure out item information */ 1102 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1103 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1106 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1251 1112
1252 sprintf(putstring,"...flags: "); 1113 /* philosophy:
1253 for(k=0;k<4;k++) 1114 * It's easy to grab an item type from a pile, as long as it's
1254 { 1115 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1116 * and selections, select-items should be used. This is a
1256 { 1117 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1118 * example.
1258 { 1119 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1120 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1121 * convert to decimal and then 'pickup <#>
1261 } 1122 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1349#if 0
1267 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1269 { 1352 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1354 }
1272 { 1355 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1359#endif
1360 continue;
1361 }
1362 }
1363 } /* the new pickup model */
1279 } 1364 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1365
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1366 return !stop;
1443} 1367}
1444 1368
1445/* 1369/*
1446 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1372 * found object is returned.
1449 */ 1373 */
1374object *
1450object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1451{ 1376{
1452 object *tmp = NULL; 1377 object *tmp = 0;
1453 1378
1454 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1459 return op; 1383 return op;
1384
1460 return tmp; 1385 return tmp;
1461} 1386}
1462 1387
1463/* 1388/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1393 */
1469 1394object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1396{
1472 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1474 1399
1475 if (!type) 1400 if (!type)
1476 return NULL; 1401 return NULL;
1477 1402
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1406 {
1407 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1409 if (i > betterby)
1484 tmp = ntmp; 1410 {
1485 betterby = i; 1411 tmp = ntmp;
1486 } 1412 betterby = i;
1413 }
1414 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1488 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1419 {
1491 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1421 {
1493 return arrow; 1422 *better = 100;
1494 } else { 1423 return arrow;
1495 tmp = arrow; 1424 }
1425 else
1426 {
1427 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1429 }
1498 } else { 1430 }
1431 else
1432 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1500 attacktype = 1<<attacknum; 1435 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1438 {
1439 tmp = arrow;
1504 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;
1505 } 1441 }
1506 } 1442 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1444 {
1445 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1447 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1449 {
1450 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1452 }
1453 }
1454 }
1515 } 1455 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1457 return find_arrow (op, type);
1520 1458
1521 *better = betterby; 1459 *better = betterby;
1522 return tmp; 1460 return tmp;
1523} 1461}
1524 1462
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1465 * op = the shooter
1528 * type = bow->race 1466 * type = bow->race
1529 * dir = fire direction 1467 * dir = fire direction
1530 */ 1468 */
1531 1469object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1533{ 1471{
1534 object *tmp = NULL; 1472 object *tmp = NULL;
1535 mapstruct *m; 1473 maptile *m;
1536 int i, mflags, found, number; 1474 int i, mflags, found, number;
1537 sint16 x, y; 1475 sint16 x, y;
1538 1476
1539 if (op->map == NULL) 1477 if (op->map == NULL)
1540 return find_arrow(op, type); 1478 return find_arrow (op, type);
1541 1479
1542 /* do a dex check */ 1480 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1483 return find_arrow (op, type);
1546 1484
1547 m = op->map; 1485 m = op->map;
1548 x = op->x; 1486 x = op->x;
1549 y = op->y; 1487 y = op->y;
1550 1488
1551 /* find the first target */ 1489 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1553 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1557 tmp = NULL; 1497 tmp = NULL;
1558 break; 1498 break;
1499 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1503 * perhaps a bad assumption.
1562 */ 1504 */
1563 tmp = NULL; 1505 tmp = NULL;
1564 break; 1506 break;
1565 } 1507 }
1566 if (mflags & P_IS_ALIVE) { 1508 if (mflags & P_IS_ALIVE)
1509 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1512 {
1570 break; 1513 found++;
1571 } 1514 break;
1515 }
1572 if (found) 1516 if (found)
1573 break; 1517 break;
1574 } 1518 }
1575 } 1519 }
1576 if (tmp == NULL) 1520 if (tmp == NULL)
1577 return find_arrow(op, type); 1521 return find_arrow (op, type);
1578 1522
1579 if (tmp->head) 1523 if (tmp->head)
1580 tmp = tmp->head; 1524 tmp = tmp->head;
1581 1525
1582 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1583} 1527}
1584 1528
1585/* 1529/*
1586 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1534 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1537 * player fire modes.
1594 */ 1538 */
1539int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1541{
1598 object *left, *bow; 1542 object *left, *bow;
1599 tag_t left_tag, tag; 1543 int mflags;
1600 int bowspeed, mflags; 1544 maptile *m;
1601 mapstruct *m;
1602 1545
1603 if (!dir) { 1546 if (!dir)
1547 {
1604 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!");
1605 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1606 } 1555 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1559 */
1614 if(bow->type==BOW) 1560 if (bow->type == BOW)
1615 break; 1561 break;
1616 1562
1617 if (!bow) { 1563 if (!bow)
1564 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1566 return 0;
1620 } 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
1621 } 1576 }
1577
1622 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1623 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);
1624 return 0; 1581 return 0;
1625 } 1582 }
1626 1583
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1637 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1591 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1643 return 0; 1594 return 0;
1644 } 1595 }
1645 } 1596 }
1597
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1600 return 0;
1649 } 1601
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1651 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.");
1652 return 0; 1605 return 0;
1653 } 1606 }
1654 1607
1655 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1610 {
1611 arrow->destroy ();
1612 return 0;
1613 }
1661 1614
1662 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1666 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);
1667 bow->race); 1620 return 0;
1668 return 0;
1669 } 1621 }
1670 set_owner(arrow, op); 1622
1671 if (arrow->skill) free_string(arrow->skill); 1623 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1624 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1625 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1626
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1687 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1689 1633
1690 /* Note that this was different for monsters - they got their level 1634#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1692 */
1693 1636 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1651 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) + 1653 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1654
1704 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1708 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1720 arrow->level = op->level; 1672 arrow->level = op->level;
1721 } 1673 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1723 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1679 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1680
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1687
1731 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);
1732 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1690
1735 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1692 move_arrow (arrow);
1737 1693
1738 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1741 else 1698 else
1742 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1743 } 1700 }
1701
1744 return 1; 1702 return 1;
1745} 1703}
1746 1704
1747/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1706 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1710 * hence the function name.
1753 */ 1711 */
1712int
1754int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1755{ 1714{
1756 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1757 1716
1758 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1718 {
1760 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);
1761 dir, 0, op->x, op->y); 1720 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1724 wcmod = -1;
1725
1765 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);
1766 op->x, op->y); 1727 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1772 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);
1773 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);
1774 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);
1775 1739 }
1776 } else { 1740 else
1741 {
1777 /* Simple case */ 1742 /* Simple case */
1778 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);
1779 } 1744 }
1745
1780 return ret; 1746 return ret;
1781} 1747}
1782
1783 1748
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1786 */ 1751 */
1752void
1787void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1788{ 1754{
1789 object *item; 1755 object *item = op->contr->ranged_ob;
1790 1756
1791 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1792 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.");
1793 return; 1760 return;
1794 } 1761 }
1795 1762
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1763 if (!item->inv)
1764 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1766 return;
1800 } 1767 }
1801 if (item->type == WAND) { 1768
1802 if(item->stats.food<=0) { 1769 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1770 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1810 if (item->type== ROD) 1788 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1790 else
1813 else 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1792
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1793 return;
1817 } 1794 }
1818 } 1795 }
1819 1796
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1821 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 */
1822 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1823 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1824 object *tmp; 1803 {
1825 if (item->arch) { 1804 object *tmp;
1805
1806 if (item->arch)
1807 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1828 item->speed = 0; 1810 item->set_speed (0);
1829 update_ob_speed(item); 1811 }
1830 } 1812
1831 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1815 }
1834 } 1816 }
1835 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1818 drain_rod_charge (item);
1837 }
1838 } 1819 }
1839} 1820}
1840 1821
1841/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1842 */ 1823 */
1824bool
1843void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1844 int spellcost=0; 1827 int spellcost = 0;
1845 1828
1846 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1848 1832
1849 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1834
1853 case range_bow: 1835 if (pl->golem)
1854 player_fire_bow(op, dir); 1836 {
1855 return; 1837 control_golem (op->contr->golem, dir);
1856 1838 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1839 }
1872 else 1840
1873 control_golem(op->contr->ranges[range_golem], dir); 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1874 return; 1844 return false;
1875 1845
1876 case range_skill: 1846 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1847 return false;
1884 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:
1885 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1886 return; 1866 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1893 1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876
1877 return true;
1878}
1894 1879
1895/* find_key 1880/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1885 * pl is the player,
1901 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1904 */ 1889 */
1905 1890object *
1906object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1907{ 1892{
1908 object *tmp,*key; 1893 object *tmp, *key;
1909 1894
1910 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1912 1898
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1916 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1918 */ 1906 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1908 break;
1921 } 1909 }
1910
1922 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1914 * a key, return
1926 */ 1915 */
1927 if (!tmp) { 1916 if (!tmp)
1917 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1929 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1930 }
1933 } 1931
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1933 * see if we actually want to use it
1938 */ 1934 */
1939 if (pl!=container) { 1935 if (pl != container)
1936 {
1940 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1942 /* cases where this fails: 1940 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1942 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1946 * containers can be used. 1944 * containers can be used.
1947 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1951 * 1949 *
1952 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1953 * all the others. 1951 * all the others.
1954 */ 1952 */
1955 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1956 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1959 return NULL;
1964 } 1960 }
1965 } 1961 }
1962
1966 return tmp; 1963 return tmp;
1967} 1964}
1968 1965
1969/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1972 * 0 otherwise 1969 * 0 otherwise
1973 */ 1970 */
1971static int
1974static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1975{ 1973{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1980 */ 1977 */
1981 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1982 1979
1983 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1984 if (key) { 1981 if (key)
1982 {
1985 object *container=key->env; 1983 object *container = key->env;
1986 1984
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1986
1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1989 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
1990 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1999 }
2000
1998 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2001 if (container != op) 2004 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2003 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
2004 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
2005 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2013 return 1;
2008 } 2014 }
2015
2009 return 0; 2016 return 0;
2010} 2017}
2011 2018
2012/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2017 */ 2024 */
2018 2025bool
2019void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2020{ 2027{
2021 object *tmp, *mon, *tpl;
2022 sint16 nx, ny;
2023 int on_battleground; 2028 int on_battleground;
2024 mapstruct *m;
2025 2029
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2030 2032
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2032 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
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 2051 * move_ob uses.
2041 */ 2052 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 2054
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2058 * on the space
2059 */ 2059 */
2060 while (tmp!=NULL) { 2060 object *mon;
2061 if (tmp == op) { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 2062 {
2063 continue; 2063 if ((mon->flag [FLAG_ALIVE]
2064 || mon->type == LOCKED_DOOR
2065 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op)
2067 break;
2064 } 2068 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2069
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2071 return false; /* into a wall */
2076 2072
2077 if(mon->head != NULL)
2078 mon = mon->head; 2073 mon = mon->head_ ();
2079 2074
2080 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)
2081 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 }
2082 2082
2083 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2088 * and thus will not push them.
2089 */ 2089 */
2090 2090
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2094 */ 2094 */
2095 if ((op->type==PLAYER) 2095 if (op->type == PLAYER
2096#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 2098 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2100 {
2108 /* 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 */
2109 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
2110 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);
2111 (void) push_ob(mon,dir,op); 2110 push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2124 * attack them either.
2120 */ 2125 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 2128 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2136 if (!op->contr->braced)
2130 )) { 2137 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2139 push_ob (mon, dir, op);
2134 } else { 2140 }
2141 else
2135 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 }
2136 } 2149 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2152 */
2143 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
2144 recursive_roll(mon,dir,op); 2159 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2160 if (action_makes_visible (op))
2146 } 2161 make_visible (op);
2147 2162
2163 return true;
2164 }
2165 }
2148 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2171 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2178
2159 /* If the player hasn't hit something this tick, and does 2179 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2180
2167 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 }
2168 } 2186 }
2169 2187
2170 skill_attack(mon, op, 0, NULL, NULL); 2188 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2189}
2188 2190
2191bool
2189int move_player(object *op,int dir) { 2192move_player (object *op, int dir)
2193{
2190 int pick; 2194 int pick;
2191 object *transport = op->contr->transport;
2192 2195
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2242}
2256 2243
2257/* 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
2258 * new client/server stuff. 2245 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2247 * the new speed values for commands.
2261 * 2248 *
2262 * 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.
2263 */ 2252 */
2253bool
2264int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2265{ 2255{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2257 {
2258 if (op->speed_left > 0.f)
2259 {
2260 --op->speed_left;
2261 flee_player (op);
2290 2262
2291 /* I've been seeing crashes where the golem has been destroyed, but 2263 return true;
2292 * the player object still points to the defunct golem. The code that 2264 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2265 else
2294 * put this in a a workaround to clean up the golem pointer. 2266 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2267 }
2302 2268
2303 /* 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
2304 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2271 * called, so we recheck it here.
2306 */ 2272 */
2307 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2274 return true;
2309 2275
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2277 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2278
2320 else return 0; 2279 return false;
2321 } 2280}
2281
2282int
2283save_life (object *op)
2284{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2286 return 0;
2323}
2324 2287
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2293
2336 query_name(tmp));
2337 if (op->contr) 2294 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2296
2340 free_object(tmp); 2297 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2342 if(op->stats.hp<0) 2300 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2344 if(op->stats.food<0) 2303 if (op->stats.food < 0)
2345 op->stats.food = 999; 2304 op->stats.food = 999;
2346 fix_player(op); 2305
2306 op->update_stats ();
2347 return 1; 2307 return 1;
2348 } 2308 }
2309
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2313 return 0;
2353} 2314}
2354 2315
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2319 * from.
2359 */ 2320 */
2321void
2360void remove_unpaid_objects(object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2361{ 2323{
2362 object *next;
2363
2364 while (op) { 2324 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2325 {
2366 * we remove object 'op' 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2327
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2329 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2341
2382/* 2342/*
2383 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2346 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2347 * but there isn't one in the server directory.
2388 */ 2348 */
2349char *
2389char *gravestone_text (object *op) 2350gravestone_text (object *op)
2390{ 2351{
2391 static char buf2[MAX_BUF]; 2352 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2354 time_t now = time (NULL);
2394 2355
2395 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2359 else
2399 sprintf (buf, "%s\n", op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2363 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2403 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);
2404 else 2366 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2370 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2371 if (op->type == PLAYER)
2372 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2375 strcat (buf2, buf);
2412 } 2376 }
2377
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2416 return buf2; 2382 return buf2;
2417} 2383}
2418 2384
2419 2385void
2420
2421void do_some_living(object *op) { 2386do_some_living (object *op)
2387{
2422 int last_food=op->stats.food; 2388 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2389 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2390 int over_hp, over_sp, over_grace;
2425 int i; 2391 int i;
2426 int rate_hp = 1200; 2392 int rate_hp = 1200;
2427 int rate_sp = 2500; 2393 int rate_sp = 2500;
2428 int rate_grace = 2000; 2394 int rate_grace = 2000;
2429 const int max_hp = 1; 2395 const int max_hp = 1;
2430 const int max_sp = 1; 2396 const int max_sp = 1;
2431 const int max_grace = 1; 2397 const int max_grace = 1;
2432 2398
2433 if (op->contr->outputs_sync) { 2399 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2400 {
2435 if (op->contr->outputs[i].buf!=NULL && 2401 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2402 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2417
2440 if(op->contr->state==ST_PLAYING) { 2418 if (op->contr->ns->state == ST_PLAYING)
2441 2419 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2422 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 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
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2560 /* dms do not consume food */ 2562 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2564 op->stats.food--;
2563 } 2565 }
2564 2566
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2568 {
2569 object *tmp, *flesh = 0;
2567 2570
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2572 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2574 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2571 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.");
2572 manual_apply(op,tmp,0); 2578 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2580 break;
2575 } 2581 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2582 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2583 flesh = tmp;
2578 } /* end of for loop */ 2584 } /* End if paid for object */
2585 } /* end of for loop */
2586
2579 /* 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
2580 * eat flesh instead. 2588 * eat flesh instead.
2581 */ 2589 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 {
2583 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.");
2584 manual_apply(op,flesh,0); 2593 manual_apply (op, flesh, 0);
2585 } 2594 }
2586 } /* end if player is starving */ 2595 }
2587 2596
2588 while(op->stats.food<0&&op->stats.hp>0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2590 2599
2591 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))
2592 kill_player(op); 2601 kill_player (op);
2602 }
2593} 2603}
2594
2595
2596 2604
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2608 * file.
2601 */ 2609 */
2610void
2602void kill_player(object *op) 2611kill_player (object *op)
2603{ 2612{
2604 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2605 int x,y,i; 2614 int x, y;
2615
2616 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2618
2607 int z; 2619 /* int z;
2608 int num_stats_lose; 2620 int num_stats_lose;
2609 int lost_a_stat; 2621 int lost_a_stat;
2610 int lose_this_stat; 2622 int lose_this_stat;
2611 int this_stat; 2623 int this_stat; */
2612 int will_kill_again; 2624 int will_kill_again;
2613 archetype *at; 2625 archetype *at;
2614 object *tmp; 2626 object *tmp;
2615 2627
2616 if(save_life(op)) 2628 if (save_life (op))
2617 return; 2629 return;
2618 2630
2619 2631
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2634 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2635 */
2624 if (op_on_battleground(op, &x, &y)) { 2636 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2637 {
2626 "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2628 "Local medics have saved your life..."); 2640
2629
2630 /* restore player */ 2641 /* restore player */
2631 at = find_archetype("poisoning"); 2642 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2644 {
2634 remove_ob(tmp); 2645 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2647 }
2638 2648
2639 at = find_archetype("confusion"); 2649 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2651 {
2642 remove_ob(tmp); 2652 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2654 }
2646 2655
2647 cure_disease(op,0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2658 if (op->stats.food <= 0)
2650 2659 op->stats.food = 999;
2660
2651 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2663 {
2655 sprintf(buf,"%s's finger",op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2665 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2669 tmp->msg = buf;
2661 tmp->msg=add_string(buf); 2670 tmp->value = 0, tmp->type = 0;
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2671 tmp->materialname = "organics";
2663 tmp->materialname = NULL; 2672 tmp->insert_at (op, tmp);
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2673 }
2674
2668 /* teleport defeated player to new destination*/ 2675 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2677 op->contr->braced = 0;
2671 return; 2678 return;
2672 } 2679 }
2673 2680
2674 INVOKE_PLAYER (DEATH, op->contr); 2681 INVOKE_PLAYER (DEATH, op->contr);
2675 2682
2676 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2677 2684
2678 if(op->stats.food<0) { 2685 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2686 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2688 strcpy (op->contr->killer, "starvation");
2687 } 2689 }
2688 else { 2690 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2691 sprintf (buf, "%s died.", &op->name);
2696 } 2692
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2694
2699 /* save the map location for corpse, gravestone*/ 2695 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2696 x = op->x;
2697 y = op->y;
2698 map = op->map;
2701 2699
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2703 */
2708 2704
2709 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2707 * of death.
2712 */ 2708 */
2713#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2710 if (settings.balanced_stat_loss)
2711 {
2715 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2714 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2717 little bit harder. */
2721 /* GD */ 2718 /* GD */
2722 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2720 num_stats_lose = 1;
2724 else 2721 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2723 }
2724 else
2727 num_stats_lose = 1; 2725 num_stats_lose = 1;
2728 } 2726
2729 lost_a_stat = 0; 2727 lost_a_stat = 0;
2730 2728
2731 for (z=0; z<num_stats_lose; z++) { 2729 for (z = 0; z < num_stats_lose; z++)
2730 {
2732 i = RANDOM() % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
2733 2732
2734 if (settings.stat_loss_on_death) { 2733 if (settings.stat_loss_on_death)
2734 {
2735 /* 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
2736 * what he lost. 2736 * what he lost.
2737 */ 2737 */
2738 change_attr_value(&(op->stats), i,-1); 2738 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2739 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2741 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2743 lost_a_stat = 1;
2744 } else { 2744 }
2745 else
2746 {
2745 /* deplete a stat */ 2747 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2748 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
2748 2753 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2754 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2755 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2756 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2793 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2794 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2795 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2797 * difference.
2789 */ 2798 */
2790 if (this_stat>=-50) { 2799 if (this_stat >= -50)
2800 {
2791 change_attr_value(&(dep->stats), i, -1); 2801 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2802 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2804 op->update_stats ();
2795 lost_a_stat = 1; 2805 lost_a_stat = 1;
2796 } 2806 }
2797 } 2807 }
2808 }
2798 } 2809 }
2799 }
2800 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2811 if (!lost_a_stat)
2802 { 2812 {
2803 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2814 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2815 const char *god = determine_god (op);
2816
2806 if (god && (strcmp(god, "none"))) 2817 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2819 else
2809 " you.", god); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2824#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2825
2818 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2827 * exp loss on the stone.
2820 */ 2828 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2831 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2833 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2835 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2838
2835 /**************************************/ 2839 /**************************************/
2836 /* */ 2840 /* */
2837 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
2840 /* */ 2844 /* */
2841 /**************************************/ 2845 /**************************************/
2842 2846
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2847 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2848 /* restore player */
2845 at = find_archetype("poisoning"); 2849 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2850 tmp = present_arch_in_ob (at, op);
2851
2847 if (tmp) { 2852 if (tmp)
2848 remove_ob(tmp); 2853 {
2849 free_object(tmp); 2854 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2856 }
2852 2857
2853 at = find_archetype("confusion"); 2858 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2859 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2860 if (tmp)
2856 remove_ob(tmp); 2861 {
2857 free_object(tmp); 2862 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2864 }
2865
2860 cure_disease(op,0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
2861 2867
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2869 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2875
2869 /* 2876 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
2872 * in the map. 2879 */
2873 */
2874
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2881
2883 /****************************************/ 2882 /****************************************/
2884 /* */ 2883 /* */
2885 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2887 /* */ 2886 /* */
2888 /****************************************/ 2887 /****************************************/
2889 2888
2890 enter_player_savebed(op); 2889 enter_player_savebed (op);
2891 2890
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2891 op->contr->braced = 0;
2896 save_player(op,1);
2897 2892
2898 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2896 * on the space that might harm the player.
2902 */ 2897 */
2903 will_kill_again=0; 2898 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
2907 } 2902
2908 if (will_kill_again) { 2903 if (will_kill_again)
2904 {
2909 object *force; 2905 object *force;
2910 int at; 2906 int at;
2911 2907
2912 force=get_archetype(FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2910 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2911 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2913 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2915 force->resist[at] = 100;
2920 } 2916
2921 insert_ob_in_ob(force, op); 2917 insert_ob_in_ob (force, op);
2922 fix_player(op); 2918 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2919
2920 }
2921
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2923}
2998 2924
2999 2925void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2926loot_object (object *op)
2927{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2928 object *tmp, *tmp2, *next;
3002 2929
3003 if (op->container) { /* close open sack first */ 2930 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2931
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2932 for (tmp = op->inv; tmp; tmp = next)
2933 {
3008 next=tmp->below; 2934 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2935
3010 remove_ob(tmp); 2936 if (tmp->invisible)
2937 continue;
2938
2939 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2940 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2941
3013 loot_object(tmp); 2942 if (tmp->type == CONTAINER)
3014 } 2943 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2944
3016 || 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 {
3017 if(tmp->nrof>1) { 2947 if (tmp->nrof > 1)
2948 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2950 tmp2->destroy ();
3020 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 }
3021 } else 2956 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2958 }
3026} 2959}
3027 2960
3028/* 2961/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2964 * was changed.
3032 */ 2965 */
3033 2966void
3034void fix_weight(void) { 2967fix_weight (void)
3035 player *pl; 2968{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2969 for_all_players (pl)
2970 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2972
3038 if(old == sum) 2973 if (old == sum)
3039 continue; 2974 continue;
3040 fix_player(pl->ob); 2975 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 2977 }
3044} 2978}
3045 2979
2980void
3046void fix_luck(void) { 2981fix_luck (void)
3047 player *pl; 2982{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2983 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2985 pl->ob->change_luck (0);
3051} 2986}
3052
3053 2987
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3057 */ 2991 */
3058
3059void 2992void
3060cast_dust (object * op, object * throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3061{ 2994{
3062 object *skop, *spob; 2995 object *skop, *spob;
3063 2996
3064 skop = find_skill_by_name (op, throw_ob->skill); 2997 skop = find_skill_by_name (op, throw_ob->skill);
3065 2998
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2999 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3000 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3001 {
3069 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);
3070 op->name);
3071 return; 3003 return;
3072 } 3004 }
3073 3005
3074 spob = throw_ob->inv; 3006 spob = throw_ob->inv;
3075 3007
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3010 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3011 if (!spob)
3080 { 3012 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3014 return;
3084 } 3015 }
3085 3016
3086 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3087 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);
3088 3019
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3021
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3023}
3095 3024
3025void
3096void make_visible (object *op) { 3026make_visible (object *op)
3027{
3097 op->hide = 0; 3028 op->hide = 0;
3098 op->invisible = 0; 3029 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 3030 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3031 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3032 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 3045 return 0;
3116} 3046}
3117 3047
3118/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3050 * indicate greater hideability.
3121 */ 3051 */
3122 3052
3053int
3123int hideability(object *ob) { 3054hideability (object *ob)
3055{
3124 int i,level=0, mflag; 3056 int i, level = 0, mflag;
3125 sint16 x,y; 3057 sint16 x, y;
3126 3058
3127 if(!ob||!ob->map) return 0; 3059 if (!ob || !ob->map)
3060 return 0;
3128 3061
3129 /* so, on normal lighted maps, its hard to hide */ 3062 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3063 level = ob->map->darkness - 2;
3131 3064
3132 /* this also picks up whether the object is glowing. 3065 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3067 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3068 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness));
3136 3070
3137 /* scan through all nearby squares for terrain to hide in */ 3071 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3075 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue;
3078 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3080 level += 2;
3143 else /* open terrain! */ 3081 else /* open terrain! */
3144 level -= 1; 3082 level -= 1;
3145 } 3083 }
3146 3084
3147#if 0 3085#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3086 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3087#endif
3150 return level; 3088 return level;
3151} 3089}
3152 3090
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3095 */
3158 3096void
3159void do_hidden_move (object *op) { 3097do_hidden_move (object *op)
3098{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3100 object *skop;
3162 3101
3163 if(!op || !op->map) return; 3102 if (!op || !op->map)
3103 return;
3164 3104
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3106
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3108 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3109 if (!skop || num >= skop->level)
3110 {
3170 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!");
3171 make_visible(op); 3112 make_visible (op);
3172 return; 3113 return;
3173 } else num += 20;
3174 } 3114 }
3115 else
3116 num += 20;
3117
3175 num += op->map->difficulty; 3118 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3120 num -= hide;
3121
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 {
3179 make_visible(op); 3124 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3125 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3127 }
3183 else if (op->type == PLAYER && skop) { 3128 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3130}
3187 3131
3188/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3189 3133
3134int
3190int stand_near_hostile( object *who ) { 3135stand_near_hostile (object *who)
3136{
3191 object *tmp=NULL; 3137 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3139 maptile *m;
3194 sint16 x,y; 3140 sint16 x, y;
3195 3141
3196 if(!who) return 0; 3142 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 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;
3226} 3179}
3227 3180
3228/* check the player los field for viewability of the 3181/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3182 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3191 * -b.t.
3239 * This function is now map tiling safe. 3192 * This function is now map tiling safe.
3240 */ 3193 */
3241 3194
3195int
3242int player_can_view (object *pl,object *op) { 3196player_can_view (object *pl, object *op)
3197{
3243 rv_vector rv; 3198 rv_vector rv;
3244 int dx,dy; 3199 int dx, dy;
3245 3200
3246 if(pl->type!=PLAYER) { 3201 if (pl->type != PLAYER)
3202 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3204 return -1;
3273 op = op->more;
3274 } 3205 }
3206
3207 if (!pl || !op)
3275 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;
3276} 3236}
3277 3237
3278/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3242 * return 0.
3283 */ 3243 */
3244int
3284int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3246{
3285 3247
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3251 return 0;
3289 3252
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3291 3255
3292 /* If monsters, they should become visible */ 3256 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3294 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");
3295 return 1; 3260 return 1;
3296 } 3261 }
3297 } 3262 }
3298 return 0; 3263 return 0;
3299} 3264}
3300 3265
3301/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3269 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3273 */
3274int
3309int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3276{
3310 object *tmp; 3277 object *tmp;
3311 3278
3312 /* A battleground-tile needs the following attributes to be valid: 3279 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3282 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3283 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3284 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3286 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3295 object *invtmp;
3296
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3298 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3307 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3309 return 1;
3332 } 3310 }
3333 } 3311 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3312 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3313 /* If we got here, did not find a battleground */
3342 return 0; 3314 return 0;
3343} 3315}
3344 3316
3345/* 3317/*
3349 * attributes: 3321 * attributes:
3350 * object *who the dragon player 3322 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3323 * int atnr the attack-number of the ability focus
3352 * int level ability level 3324 * int level ability level
3353 */ 3325 */
3326void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3327dragon_ability_gain (object *who, int atnr, int level)
3328{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3329 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3330 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3331 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3332 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3334 int i = 0, j = 0;
3361 3335
3362 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3371 3345
3372 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3373 return; 3347 return;
3374 3348
3375 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++);
3376 tr = tr->next, i++); 3350
3377 3351 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3352 {
3379 /* 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]); */
3380 return; 3354 return;
3381 } 3355 }
3382 3356
3383 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3358 item = tr->item;
3385 3359
3386 if (item->type == SPELL) { 3360 if (item->type == SPELL)
3361 {
3387 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3388 return; 3363 return;
3389 3364
3390 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);
3391 do_learn_spell (who, item, 0); 3366 do_learn_spell (who, item, 0);
3392 return; 3367 return;
3393 } 3368 }
3394 3369
3395 /* grant direct spell */ 3370 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3371 if (item->type == SPELLBOOK)
3372 {
3397 if (!item->inv) { 3373 if (!item->inv)
3374 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3375 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3376 return;
3401 } 3377 }
3402 if (check_spell_known (who, item->inv->name)) 3378 if (check_spell_known (who, item->inv->name))
3403 return; 3379 return;
3404 if (item->invisible) { 3380 if (item->invisible)
3381 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3383 do_learn_spell (who, item->inv, 0);
3407 return; 3384 return;
3408 } 3385 }
3409 } 3386 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3387 else if (item->type == SKILL_TOOL && item->invisible)
3388 {
3411 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 {
3412 3391
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3392 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3393 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3394 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3395 * but not all of them, he gets nothing.
3417 */ 3396 */
3418 if (!(skop->attacktype & item->attacktype)) { 3397 if (!(skop->attacktype & item->attacktype))
3398 {
3419 /* Give new attacktype */ 3399 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3400 skop->attacktype |= item->attacktype;
3421 3401
3422 /* always add physical if there's none */ 3402 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3403 skop->attacktype |= AT_PHYSICAL;
3424 3404
3425 if (item->msg != NULL) 3405 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3406 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3407
3428 /* Give player new face */ 3408 /* Give player new face */
3429 if (item->animation_id) { 3409 if (item->animation_id)
3410 {
3430 who->face = skop->face; 3411 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3412 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3413 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3414 who->last_anim = 0;
3434 who->state = 0; 3415 who->state = 0;
3435 animate_object(who, who->direction); 3416 animate_object (who, who->direction);
3436 } 3417 }
3418 }
3419 }
3437 } 3420 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3421 else if (item->type == FORCE)
3422 {
3441 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3424 object *skin;
3425
3443 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3429 ;
3447 3430
3431 if (!skin)
3432 return;
3433
3448 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3436 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3438
3452 /* print message */ 3439 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3440 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3441 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3442 {
3456 if (j) 3443 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3444 {
3458 else 3445 if (j)
3459 j = 1; 3446 strcat (buf, " and ");
3447 else
3448 j = 1;
3460 strcat(buf, spellpathnames[i]); 3449 strcat (buf, spellpathnames[i]);
3461 } 3450 }
3462 } 3451 }
3463 strcat(buf,"."); 3452 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3454 }
3466 3455
3467 /* evtl. adding flags: */ 3456 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3457 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3458 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3459 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3460 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3462 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3463
3475 /* print message if there is one */ 3464 /* print message if there is one */
3476 if (item->msg != NULL) 3465 if (item->msg != NULL)
3477 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
3478 } 3469 {
3479 else {
3480 /* generate misc. treasure */ 3470 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3471 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3473 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3474 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3475 esrv_send_item (who, tmp);
3486 } 3476 }
3487} 3477}
3488 3478
3489/** 3479/**
3490 * 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
3491 * not readied. 3481 * not readied.
3492 */ 3482 */
3483void
3493void player_unready_range_ob(player *pl, object *ob) { 3484player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3495 3488
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3489 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3490 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3491
3499 if (pl->shoottype == i) { 3492 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3493 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 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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