ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines