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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 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; 299 }
189}
190 300
191/* This no longer sets the player map. Also, it now updates 301 if (ob)
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
229 306
230 /* Clears basically the entire player structure except 307 observe = ob;
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
236 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 336 * we deal with that below this point.
238 */ 337 */
239 p->party=NULL; 338 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 341
245#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 343
247#endif 344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
248 364 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
250 367 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 368
260 roll_stats(op); 369 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 370}
302 371
303 372player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 373{
307 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
308 op->x = -1; 375 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 376}
312 377
313/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
315 * mode. 380 * mode.
316 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
317 386
318int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 388
321 p=get_player(NULL); 389 pl->ob->roll_stats ();
322 p->socket = *ns; 390 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 392
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 393 set_first_map (pl->ob);
333 394
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 395 return pl;
341} 396}
342 397
343/* 398/*
344 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
347 */ 402 */
403archetype *
348archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
349{ 405{
350 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
351 for (;;) { 408 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 409 {
363} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
364 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
365 419
420object *
366object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
367 object *op = NULL; 423 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 424 objectlink *ol;
370 unsigned lastdist; 425 unsigned lastdist;
371 rv_vector rv; 426 rv_vector rv;
372 427
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
374 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
378 */ 434 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
380 object *tmp=ol->ob; 437 object *tmp = ol->ob;
381 438
382 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 440 * itself will have been cleared.
384 */ 441 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
386 ol = ol->next; 444 ol = ol->next;
387 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
388 if (!ol) return op; 446 if (!ol)
389 } 447 return op;
448 }
390 449
391 /* Remove special check for player from this. First, it looks to cause 450 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 453 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
397 */ 456 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 458 continue;
400 459
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
410 op=pl->ob; 461 {
462 op = ol->ob;
411 lastdist=rv.distance; 463 lastdist = rv.distance;
464 }
412 } 465 }
413 } 466
414 } 467 for_all_players (pl)
468 if (can_detect_enemy (mon, pl->ob, &rv))
469 if (lastdist > rv.distance)
470 {
471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
415#if 0 475#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 477#endif
418 return op; 478 return op;
419} 479}
420 480
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 482 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 499 * is probably not a good thing.
440 */ 500 */
441#define MAX_SPACES 50 501#define MAX_SPACES 50
442
443 502
444/* 503/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 520 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 521 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 522 * is blocking itself.
464 */ 523 */
524int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
466 rv_vector rv; 527 rv_vector rv;
467 sint16 x,y; 528 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
470 531
471 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
472 533
473 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 535 return 0;
726}
727 536
728void confirm_password(object *op) { 537 x = mon->x;
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 543
730 op->contr->write_buf[0]='\0'; 544 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 545 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 546 return 0;
733}
734 547
548 while (diff > 1 && max > 0)
549 {
550 lastx = x;
551 lasty = y;
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555
556 mflags = get_map_flags (m, &m, x, y, &x, &y);
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558
559 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
563 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before.
565 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
567 if (rv.direction != dir)
568 {
569 /* OK - says direction should be different - lets reset the
570 * the values so it will try again.
571 */
572 x = lastx;
573 y = lasty;
574 m = lastmap;
575 dir = firstdir = rv.direction;
576 }
577 else
578 {
579 /* direct path is blocked - try taking a side step to
580 * either the left or right.
581 * Note increase the values in the loop below to be
582 * more than -1/1 respectively will mean the monster takes
583 * bigger detour. Have to be careful about these values getting
584 * too big (3 or maybe 4 or higher) as the monster may just try
585 * stepping back and forth
586 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
590 continue; /* already did this, so skip it */
591 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in
593 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance,
596 * gets blocked, finds that it should move north,
597 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully
600 * moved.
601 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap;
606 mflags = get_map_flags (m, &m, x, y, &x, &y);
607 if (mflags & P_OUT_OF_MAP)
608 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
612 if (mflags & P_BLOCKSVIEW)
613 continue;
614
615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
617 }
618 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path.
620 */
621 if (i == (DETOUR_AMOUNT + 1))
622 return 0;
623 diff--;
624 lastdir = dir;
625 max--;
626 if (!firstdir)
627 firstdir = dir + i;
628 } /* else check alternate directions */
629 } /* if blocked */
630 else
631 {
632 /* we moved towards creature, so diff is less */
633 diff--;
634 max--;
635 lastdir = dir;
636 if (!firstdir)
637 firstdir = dir;
638 }
639
640 if (diff <= 1)
641 {
642 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance.
644 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 }
648
649 if (diff > max)
650 return 0;
651 }
652
653 /* If we reached the max, didn't find a direction in time */
654 if (!max)
655 return 0;
656
657 return firstdir;
658}
659
660void
661give_initial_items (object *pl, treasurelist * items)
662{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667
668 for (op = pl->inv; op; op = next)
669 {
670 next = op->below;
671
672 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way
674 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
676 SET_FLAG (op, FLAG_APPLIED);
677
678 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions
680 */
681 if (pl->type == PLAYER)
682 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
684 (op->type == ARMOUR || op->type == BOOTS ||
685 op->type == CLOAK || op->type == HELMET ||
686 op->type == SHIELD || op->type == GLOVES ||
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 {
689 op->destroy ();
690 continue;
691 }
692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
701 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
719 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723
724 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be
726 * merged properly.
727 */
728 if (need_identify (op))
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
735 {
736 op->destroy ();
737 continue;
738 }
739 else if (op->type == SKILL)
740 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0;
743 op->level = 1;
744 }
745 /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */
749
750 /* Need to set up the skill pointers */
751 link_player_skills (pl);
752}
753
754void
735void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
736 if (party == NULL) { 757 if (party == NULL)
758 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 760 return;
739 } 761 }
762
740 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 767}
745
746 768
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
748int roll_stat(void) { 771roll_stat (void)
772{
749 int a[4],i,j,k; 773 int a[4], i, j, k;
750 774
751 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
753 777
754 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 779 if (a[i] < k)
756 k=a[i],j=i; 780 k = a[i], j = i;
757 781
758 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 783 if (i != j)
760 k+=a[i]; 784 k += a[i];
761 } 785
762 return k; 786 return k;
763} 787}
764 788
765void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
766 int sum=0; 796 int sum = 0;
767 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
769 799
770 do { 800 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 801 break;
772 op->stats.Dex=roll_stat(); 802 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 803
783 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 806
792 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 809
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 810 stats.exp = 0;
823 op->stats.ac=0; 811 stats.ac = 0;
824 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
825 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
828 822
829 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
830 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
833 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
834} 855}
835 856
836void Roll_Again(object *op) 857static void
858start_info (object *op)
837{ 859{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
846 861
847 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 866}
955 867
956/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
960 * not the class. 872 * not the class.
961 */ 873 */
962 874void
963int key_change_class(object *op, char key) 875player::chargen_race_done ()
964{ 876{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
979 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
981 886
982 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
983 888
984 if (op->msg) { 889 if (ob->msg)
985 free_string(op->msg); 890 ob->msg = 0;
986 op->msg=NULL;
987 }
988 891
989 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
990 * to save here. 893 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op);
999 CLEAR_FLAG(op, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op);
1003 fix_player(op);
1004
1005 /* This moves the player to a different start map, if there
1006 * is one for this race
1007 */
1008 if(*first_map_ext_path) {
1009 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n");
1024 }
1025 return 0;
1026 }
1027
1028 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above.
1030 */ 894 */
1031 895 {
1032 tmp_loop = 0;
1033 while(!tmp_loop) {
1034 const char *name = add_string (op->name);
1035 int x = op->x, y = op->y;
1036 remove_statbonus(op);
1037 remove_ob (op);
1038 op->arch = get_player_archetype(op->arch);
1039 copy_object (&op->arch->clone, op);
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1102 next = mp->next; 899 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 900
1104 delete_map(mp); 901 start_info (ob);
1105 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1106 903 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1108 } 912 {
1109 play_again(op); 913 object *tmp;
1110 return 1; 914 char mapname[MAX_BUF];
1111}
1112 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1113void flee_player(object *op) { 967flee_player (object *op)
968{
1114 int dir,diff; 969 int dir, diff;
1115 rv_vector rv; 970 rv_vector rv;
1116 971
1117 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 976 return;
1121 } 977 }
1122 978
1123 if(op->enemy==NULL) { 979 if (op->enemy == NULL)
980 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 981 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 982 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 983 return;
1127 } 984 }
1128 985
1129 /* Seen some crashes here. Since we don't store an 986 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 987 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 988 * actual enemy, and the object is recycled.
1132 */ 989 */
1133 if (op->enemy->map == NULL) { 990 if (op->enemy->map == NULL)
991 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 992 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 993 op->enemy = NULL;
1136 return; 994 return;
1137 } 995 }
1138 996
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
1140 op->enemy=NULL; 999 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1001 return;
1143 } 1002 }
1003
1144 get_rangevector(op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1145 1005
1146 dir=absdir(4+rv.direction); 1006 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1007 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return;
1013 }
1014
1154 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1017 op->enemy = NULL;
1157} 1018}
1158
1159 1019
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1022 * stop.
1163 */ 1023 */
1024int
1164int check_pick(object *op) { 1025check_pick (object *op)
1026{
1165 object *tmp, *next; 1027 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1028 int stop = 0;
1168 int j, k, wvratio; 1029 int wvratio;
1169 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1170
1171 1031
1172 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1174 return 1; 1034 return 1;
1175 1035
1176 op_tag = op->count;
1177
1178 next = op->below; 1036 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1037
1182 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1039 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1185 { 1041 {
1186 tmp = next; 1042 tmp = next;
1187 next = tmp->below; 1043 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1044
1191 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1192 return 0; 1046 return 0;
1193 1047
1194 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1195 continue; 1049 continue;
1196 1050
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1052 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1054 pick_up (op, tmp);
1201 continue; 1055 continue;
1202 } 1056 }
1203 1057
1204 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1206 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1062 {
1208 case 1: pick_up (op, tmp); 1063 case 0:
1209 return 1; 1064 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1065 case 1:
1211 return 0; 1066 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1067 return 1;
1213 case 4: pick_up (op, tmp); 1068 case 2:
1214 break; 1069 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1070 return 0;
1216 stop = 1; 1071 case 3:
1217 break; 1072 return 0; /* stop before pickup */
1218 case 6: 1073 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1074 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1075 break;
1221 pick_up(op, tmp); 1076 case 5:
1222 break; 1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1223 1084
1224 case 7: 1085 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1087 pick_up (op, tmp);
1227 break; 1088 break;
1228 1089
1229 default: 1090 default:
1230 /* use value density */ 1091 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1094 pick_up (op, tmp);
1234 >= op->contr->mode) 1095 }
1235 pick_up(op,tmp); 1096 }
1236 } 1097 else
1237 } 1098 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1241 { 1101 {
1242 /* some debugging code to figure out item information */ 1102 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1103 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1106 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1252 1112
1253 sprintf(putstring,"...flags: "); 1113 /* philosophy:
1254 for(k=0;k<4;k++) 1114 * It's easy to grab an item type from a pile, as long as it's
1255 { 1115 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1116 * and selections, select-items should be used. This is a
1257 { 1117 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1118 * example.
1259 { 1119 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1120 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1121 * convert to decimal and then 'pickup <#>
1262 } 1122 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1267#if 0 1349#if 0
1268 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1270 { 1352 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1354 }
1273 { 1355 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1359#endif
1360 continue;
1361 }
1362 }
1363 } /* the new pickup model */
1280 } 1364 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1365
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1366 return !stop;
1444} 1367}
1445 1368
1446/* 1369/*
1447 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1372 * found object is returned.
1450 */ 1373 */
1374object *
1451object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1452{ 1376{
1453 object *tmp = NULL; 1377 object *tmp = 0;
1454 1378
1455 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1460 return op; 1383 return op;
1384
1461 return tmp; 1385 return tmp;
1462} 1386}
1463 1387
1464/* 1388/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1393 */
1470 1394object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1396{
1473 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1475 1399
1476 if (!type) 1400 if (!type)
1477 return NULL; 1401 return NULL;
1478 1402
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1406 {
1407 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1409 if (i > betterby)
1485 tmp = ntmp; 1410 {
1486 betterby = i; 1411 tmp = ntmp;
1487 } 1412 betterby = i;
1413 }
1414 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1489 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1419 {
1492 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1421 {
1494 return arrow; 1422 *better = 100;
1495 } else { 1423 return arrow;
1496 tmp = arrow; 1424 }
1425 else
1426 {
1427 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1429 }
1499 } else { 1430 }
1431 else
1432 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1501 attacktype = 1<<attacknum; 1435 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1438 {
1439 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1441 }
1507 } 1442 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1444 {
1445 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1447 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1449 {
1450 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1452 }
1453 }
1454 }
1516 } 1455 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1457 return find_arrow (op, type);
1521 1458
1522 *better = betterby; 1459 *better = betterby;
1523 return tmp; 1460 return tmp;
1524} 1461}
1525 1462
1526/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1465 * op = the shooter
1529 * type = bow->race 1466 * type = bow->race
1530 * dir = fire direction 1467 * dir = fire direction
1531 */ 1468 */
1532 1469object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1534{ 1471{
1535 object *tmp = NULL; 1472 object *tmp = NULL;
1536 mapstruct *m; 1473 maptile *m;
1537 int i, mflags, found, number; 1474 int i, mflags, found, number;
1538 sint16 x, y; 1475 sint16 x, y;
1539 1476
1540 if (op->map == NULL) 1477 if (op->map == NULL)
1541 return find_arrow(op, type); 1478 return find_arrow (op, type);
1542 1479
1543 /* do a dex check */ 1480 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1483 return find_arrow (op, type);
1547 1484
1548 m = op->map; 1485 m = op->map;
1549 x = op->x; 1486 x = op->x;
1550 y = op->y; 1487 y = op->y;
1551 1488
1552 /* find the first target */ 1489 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1554 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1558 tmp = NULL; 1497 tmp = NULL;
1559 break; 1498 break;
1499 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1503 * perhaps a bad assumption.
1563 */ 1504 */
1564 tmp = NULL; 1505 tmp = NULL;
1565 break; 1506 break;
1566 } 1507 }
1567 if (mflags & P_IS_ALIVE) { 1508 if (mflags & P_IS_ALIVE)
1509 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1512 {
1571 break; 1513 found++;
1572 } 1514 break;
1515 }
1573 if (found) 1516 if (found)
1574 break; 1517 break;
1575 } 1518 }
1576 } 1519 }
1577 if (tmp == NULL) 1520 if (tmp == NULL)
1578 return find_arrow(op, type); 1521 return find_arrow (op, type);
1579 1522
1580 if (tmp->head) 1523 if (tmp->head)
1581 tmp = tmp->head; 1524 tmp = tmp->head;
1582 1525
1583 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1584} 1527}
1585 1528
1586/* 1529/*
1587 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1534 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1537 * player fire modes.
1595 */ 1538 */
1539int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1541{
1599 object *left, *bow; 1542 object *left, *bow;
1600 tag_t left_tag, tag; 1543 int mflags;
1601 int bowspeed, mflags; 1544 maptile *m;
1602 mapstruct *m;
1603 1545
1604 if (!dir) { 1546 if (!dir)
1547 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1607 } 1555 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1614 */ 1559 */
1615 if(bow->type==BOW) 1560 if (bow->type == BOW)
1616 break; 1561 break;
1617 1562
1618 if (!bow) { 1563 if (!bow)
1564 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1566 return 0;
1621 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1622 } 1576 }
1577
1623 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1581 return 0;
1626 } 1582 }
1627 1583
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1638 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1591 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1644 return 0; 1594 return 0;
1645 } 1595 }
1646 } 1596 }
1597
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1600 return 0;
1650 } 1601
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1605 return 0;
1654 } 1606 }
1655 1607
1656 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1610 {
1611 arrow->destroy ();
1612 return 0;
1613 }
1662 1614
1663 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1620 return 0;
1669 return 0;
1670 } 1621 }
1671 set_owner(arrow, op); 1622
1672 if (arrow->skill) free_string(arrow->skill); 1623 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1624 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1625 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1626
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1688 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1690 1633
1691 /* Note that this was different for monsters - they got their level 1634#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1693 */
1694 1636 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1699 /* update the speed */ 1651 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1653 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1654
1705 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1709 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1710 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1721 arrow->level = op->level; 1672 arrow->level = op->level;
1722 } 1673 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1724 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1679 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1680
1728 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1687
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1690
1736 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1692 move_arrow (arrow);
1738 1693
1739 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1742 else 1698 else
1743 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1744 } 1700 }
1701
1745 return 1; 1702 return 1;
1746} 1703}
1747 1704
1748/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1706 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1710 * hence the function name.
1754 */ 1711 */
1712int
1755int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1756{ 1714{
1757 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1758 1716
1759 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1718 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1720 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1724 wcmod = -1;
1725
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1727 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1739 }
1777 } else { 1740 else
1741 {
1778 /* Simple case */ 1742 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1744 }
1745
1781 return ret; 1746 return ret;
1782} 1747}
1783
1784 1748
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1787 */ 1751 */
1752void
1788void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1789{ 1754{
1790 object *item; 1755 object *item = op->contr->ranged_ob;
1791 1756
1792 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1760 return;
1795 } 1761 }
1796 1762
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1763 if (!item->inv)
1764 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1766 return;
1801 } 1767 }
1802 if (item->type == WAND) { 1768
1803 if(item->stats.food<=0) { 1769 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1770 return;
1807 } 1771
1772 if (item->type == WAND)
1773 {
1774 if (item->stats.food <= 0)
1775 {
1776 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1779 return;
1780 }
1781 }
1808 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 {
1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1811 if (item->type== ROD) 1788 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1790 else
1814 else 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1792
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1793 return;
1818 } 1794 }
1819 } 1795 }
1820 1796
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1824 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1825 object *tmp; 1803 {
1826 if (item->arch) { 1804 object *tmp;
1805
1806 if (item->arch)
1807 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1829 item->speed = 0; 1810 item->set_speed (0);
1830 update_ob_speed(item); 1811 }
1831 } 1812
1832 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1815 }
1835 } 1816 }
1836 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1818 drain_rod_charge (item);
1838 }
1839 } 1819 }
1840} 1820}
1841 1821
1842/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1843 */ 1823 */
1824bool
1844void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1845 int spellcost=0; 1827 int spellcost = 0;
1846 1828
1847 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1849 1832
1850 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1834
1854 case range_bow: 1835 if (pl->golem)
1855 player_fire_bow(op, dir); 1836 {
1856 return; 1837 control_golem (op->contr->golem, dir);
1857 1838 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1839 }
1873 else 1840
1874 control_golem(op->contr->ranges[range_golem], dir); 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1875 return; 1844 return false;
1876 1845
1877 case range_skill: 1846 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1847 return false;
1885 case range_builder: 1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1857 player_fire_bow (op, dir);
1858 break;
1859
1860 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1862 break;
1863
1864 case BUILDER:
1886 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1887 return; 1866 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1894 1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876
1877 return true;
1878}
1895 1879
1896/* find_key 1880/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1885 * pl is the player,
1902 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1905 */ 1889 */
1906 1890object *
1907object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1908{ 1892{
1909 object *tmp,*key; 1893 object *tmp, *key;
1910 1894
1911 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1913 1898
1914 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1917 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1919 */ 1906 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1908 break;
1922 } 1909 }
1910
1923 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1914 * a key, return
1927 */ 1915 */
1928 if (!tmp) { 1916 if (!tmp)
1917 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1930 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 {
1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1925 }
1926 }
1927
1928 if (!tmp)
1929 return NULL;
1933 } 1930 }
1934 } 1931
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1933 * see if we actually want to use it
1939 */ 1934 */
1940 if (pl!=container) { 1935 if (pl != container)
1936 {
1941 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1943 /* cases where this fails: 1940 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1942 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1947 * containers can be used. 1944 * containers can be used.
1948 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1952 * 1949 *
1953 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1954 * all the others. 1951 * all the others.
1955 */ 1952 */
1956 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1956 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1959 return NULL;
1965 } 1960 }
1966 } 1961 }
1962
1967 return tmp; 1963 return tmp;
1968} 1964}
1969 1965
1970/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1973 * 0 otherwise 1969 * 0 otherwise
1974 */ 1970 */
1971static int
1975static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1976{ 1973{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1981 */ 1977 */
1982 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1983 1979
1984 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1985 if (key) { 1981 if (key)
1982 {
1986 object *container=key->env; 1983 object *container = key->env;
1987 1984
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1986 make_visible (op);
1987
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1991 if (door->type == DOOR) { 1991 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1996 "You open the door with the %s", query_short_name(key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1997 }
1998
1999 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2002 if (container != op) 2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2004 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2006 }
2005 } else if (door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
2008 {
2006 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2011 return 1;
2009 } 2012 }
2013
2010 return 0; 2014 return 0;
2011} 2015}
2012 2016
2013/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2018 */ 2022 */
2019 2023bool
2020void move_player_attack(object *op, int dir) 2024move_player_attack (object *op, int dir)
2021{ 2025{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2026 int on_battleground;
2025 mapstruct *m;
2026 2027
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2031 2030
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2033 2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041
2034 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2049 * move_ob uses.
2042 */ 2050 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2051 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2052
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2056 * on the space
2060 */ 2057 */
2061 while (tmp!=NULL) { 2058 object *mon;
2062 if (tmp == op) { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2060 {
2064 continue; 2061 if ((mon->flag [FLAG_ALIVE]
2062 || mon->type == LOCKED_DOOR
2063 || mon->flag [FLAG_CAN_ROLL])
2064 && mon != op)
2065 break;
2065 } 2066 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2067
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2069 return false; /* into a wall */
2077 2070
2078 if(mon->head != NULL)
2079 mon = mon->head; 2071 mon = mon->head_ ();
2080 2072
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2078 return true;
2079 }
2083 2080
2084 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2086 * and thus will not push them.
2090 */ 2087 */
2091 2088
2092 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2095 */ 2092 */
2096 if ((op->type==PLAYER) 2093 if (op->type == PLAYER
2097#if COZY_SERVER 2094 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2096 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2098 {
2109 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2100 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2101 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op);
2109
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return true;
2114 }
2115 else
2116 return false;
2117 }
2118
2117 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2122 * attack them either.
2121 */ 2123 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2126 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2131 {
2132 --op->speed_left;
2133
2134 if (!op->contr->braced)
2131 )) { 2135 {
2132 if (!op->contr->braced) { 2136 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2137 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2138 }
2135 } else { 2139 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2141
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144
2145 return true;
2146 }
2137 } 2147 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2150 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2154 {
2155 --op->speed_left;
2156
2145 recursive_roll(mon,dir,op); 2157 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2158 if (action_makes_visible (op))
2147 } 2159 make_visible (op);
2148 2160
2161 return true;
2162 }
2163 }
2149 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2169 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2172 {
2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2174 {
2175 --op->contr->weapon_sp_left;
2159 2176
2160 /* If the player hasn't hit something this tick, and does 2177 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2178
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 if (action_makes_visible (op))
2180 make_visible (op);
2181
2182 return true;
2183 }
2169 } 2184 }
2170 2185
2171 skill_attack(mon, op, 0, NULL, NULL); 2186 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2187}
2189 2188
2189bool
2190int move_player(object *op,int dir) { 2190move_player (object *op, int dir)
2191{
2191 int pick; 2192 int pick;
2192 object *transport = op->contr->transport;
2193 2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
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 + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9))
2199 {
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 + rndm (3) + rndm (3) - 2);
2207
2208 op->facing = dir;
2209
2210 if (op->hide)
2211 do_hidden_move (op);
2212
2213 bool retval;
2214
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on)
2218 retval = fire (op, dir);
2219 else
2220 {
2221 retval = move_player_attack (op, dir);
2222 pick = check_pick (op);
2223 }
2224
2225 /* Add special check for newcs players and fire on - this way, the
2226 * server can handle repeat firing.
2227 */
2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2229 op->direction = dir;
2230 else
2231 op->direction = 0;
2232
2233 /* Update how the player looks. Use the facing, so direction may
2234 * get reset to zero. This allows for full animation capabilities
2235 * for players.
2236 */
2237 animate_object (op, op->facing);
2238
2239 return retval;
2256} 2240}
2257 2241
2258/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2243 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2245 * the new speed values for commands.
2262 * 2246 *
2263 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2264 */ 2250 */
2251bool
2265int handle_newcs_player(object *op) 2252handle_newcs_player (object *op)
2266{ 2253{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2255 {
2256 if (op->speed_left > 0.f)
2257 {
2258 --op->speed_left;
2259 flee_player (op);
2291 2260
2292 /* I've been seeing crashes where the golem has been destroyed, but 2261 return true;
2293 * the player object still points to the defunct golem. The code that 2262 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2263 else
2295 * put this in a a workaround to clean up the golem pointer. 2264 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2265 }
2303 2266
2304 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2269 * called, so we recheck it here.
2307 */ 2270 */
2308 HandleClient(&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2272 return true;
2310 2273
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2275 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2276
2321 else return 0; 2277 return false;
2322 } 2278}
2279
2280int
2281save_life (object *op)
2282{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2284 return 0;
2324}
2325 2285
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2289 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2291
2338 if (op->contr) 2292 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2294
2341 free_object(tmp); 2295 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2343 if(op->stats.hp<0) 2298 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2300
2345 if(op->stats.food<0) 2301 if (op->stats.food < 0)
2346 op->stats.food = 999; 2302 op->stats.food = 999;
2347 fix_player(op); 2303
2304 op->update_stats ();
2348 return 1; 2305 return 1;
2349 } 2306 }
2307
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2311 return 0;
2354} 2312}
2355 2313
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2359 * from. 2317 * from.
2360 */ 2318 */
2319static void
2361void remove_unpaid_objects(object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2362{ 2321{
2363 object *next;
2364
2365 while (op) { 2322 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2323 {
2367 * we remove object 'op' 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2325
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2327 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2330
2331 op->insert_at (env);
2332 }
2333 else if (op->inv)
2334 drop_unpaid_items (op->inv, env);
2335
2336 op = next;
2337 }
2338}
2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2382 2346
2383/* 2347/*
2384 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2351 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2352 * but there isn't one in the server directory.
2389 */ 2353 */
2354char *
2390char *gravestone_text (object *op) 2355gravestone_text (object *op)
2391{ 2356{
2392 static char buf2[MAX_BUF]; 2357 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2358 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2359 time_t now = time (NULL);
2395 2360
2396 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2364 else
2400 sprintf (buf, "%s\n", op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2368 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2371 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2375 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2376 if (op->type == PLAYER)
2377 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2380 strcat (buf2, buf);
2413 } 2381 }
2382
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2417 return buf2; 2387 return buf2;
2418} 2388}
2419 2389
2420 2390void
2421
2422void do_some_living(object *op) { 2391do_some_living (object *op)
2392{
2423 int last_food=op->stats.food; 2393 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2394 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2395 int over_hp, over_sp, over_grace;
2426 int i; 2396 int i;
2427 int rate_hp = 1200; 2397 int rate_hp = 1200;
2428 int rate_sp = 2500; 2398 int rate_sp = 2500;
2429 int rate_grace = 2000; 2399 int rate_grace = 2000;
2430 const int max_hp = 1; 2400 const int max_hp = 1;
2431 const int max_sp = 1; 2401 const int max_sp = 1;
2432 const int max_grace = 1; 2402 const int max_grace = 1;
2433 2403
2434 if (op->contr->outputs_sync) { 2404 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2405 {
2436 if (op->contr->outputs[i].buf!=NULL && 2406 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2407 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2439 } 2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2440 2422
2441 if(op->contr->state==ST_PLAYING) { 2423 if (op->contr->ns->state == ST_PLAYING)
2442 2424 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2427 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2429 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2430 {
2431 gen_hp = op->stats.maxhp;
2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2433 }
2434
2435 if (op->contr->gen_sp >= 0)
2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2437 else
2438 {
2439 gen_sp = op->stats.maxsp;
2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2441 }
2442
2443 if (op->contr->gen_grace >= 0)
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else
2446 {
2447 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492
2493 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0)
2496 {
2497 if (op->stats.grace < op->stats.maxgrace / 2)
2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2500 if (max_grace > 1)
2501 {
2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2503 if (over_grace > 0)
2504 {
2505 op->stats.sp += over_grace
2506 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace = 0;
2508 }
2509 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 }
2514 else
2515 {
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 }
2518 /* wearing stuff doesn't detract from grace generation. */
2519 }
2520
2521 /* Regenerate Hit Points */
2522 if (--op->last_heal < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 {
2526 op->stats.hp++;
2527 /* dms do not consume food */
2528 if (!QUERY_FLAG (op, FLAG_WIZ))
2529 {
2530 op->stats.food--;
2531 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food;
2535 }
2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2544 op->last_heal = 0;
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2550 }
2551 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 }
2555 }
2556
2557 /* Digestion */
2558 if (--op->last_eat < 0)
2559 {
2560 int bonus = max (0, op->contr->digestion),
2561 penalty = max (0, -op->contr->digestion);
2562
2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2564
2561 /* dms do not consume food */ 2565 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2567 op->stats.food--;
2564 } 2568 }
2565 2569
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2571 {
2572 object *tmp, *flesh = 0;
2568 2573
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2583 break;
2576 } 2584 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2586 flesh = tmp;
2579 } /* end of for loop */ 2587 } /* End if paid for object */
2588 } /* end of for loop */
2589
2580 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2591 * eat flesh instead.
2582 */ 2592 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2586 } 2597 }
2587 } /* end if player is starving */ 2598 }
2588 2599
2589 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2591 2602
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2604 kill_player (op);
2605 }
2594} 2606}
2595
2596
2597 2607
2598/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2611 * file.
2602 */ 2612 */
2613void
2603void kill_player(object *op) 2614kill_player (object *op)
2604{ 2615{
2605 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2606 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2608 int z; 2622 /* int z;
2609 int num_stats_lose; 2623 int num_stats_lose;
2610 int lost_a_stat; 2624 int lost_a_stat;
2611 int lose_this_stat; 2625 int lose_this_stat;
2612 int this_stat; 2626 int this_stat; */
2613 int will_kill_again; 2627 int will_kill_again;
2614 archetype *at; 2628 archetype *at;
2615 object *tmp; 2629 object *tmp;
2616 2630
2617 if(save_life(op)) 2631 if (save_life (op))
2618 return; 2632 return;
2619 2633
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2637 */
2625 if (op_on_battleground(op, &x, &y)) { 2638 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 {
2627 "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2642
2630
2631 /* restore player */ 2643 /* restore player */
2632 at = find_archetype("poisoning"); 2644 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2646 {
2635 remove_ob(tmp); 2647 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2649 }
2639 2650
2640 at = find_archetype("confusion"); 2651 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2653 {
2643 remove_ob(tmp); 2654 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2656 }
2647 2657
2648 cure_disease(op,0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2660 if (op->stats.food <= 0)
2651 2661 op->stats.food = 999;
2662
2652 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2665 {
2656 sprintf(buf,"%s's finger",op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2667 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2671 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2672 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2673 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2674 tmp->insert_at (op, tmp);
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2675 }
2676
2669 /* teleport defeated player to new destination*/ 2677 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2679 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2680 return;
2681 }
2678 2682
2679 INVOKE_PLAYER (DEATH, op->contr); 2683 INVOKE_PLAYER (DEATH, op->contr);
2680 2684
2681 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2682 2686
2683 if(op->stats.food<0) { 2687 if (op->stats.food < 0)
2684 if (op->contr->explore) { 2688 {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy(op->contr->killer,"starvation"); 2690 strcpy (op->contr->killer, "starvation");
2692 } 2691 }
2693 else { 2692 else
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name); 2693 sprintf (buf, "%s died.", &op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2694
2695 op->contr->play_sound (sound_find ("player_dies"));
2696
2704 /* save the map location for corpse, gravestone*/ 2697 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2698 x = op->x;
2699 y = op->y;
2700 map = op->map;
2706 2701
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
2711 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
2712 */ 2705 */
2713 2706
2714 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2709 * of death.
2717 */ 2710 */
2718#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2712 if (settings.balanced_stat_loss)
2713 {
2720 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
2721 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
2722 more if they do. */ 2716 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2719 little bit harder. */
2726 /* GD */ 2720 /* GD */
2727 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2722 num_stats_lose = 1;
2729 else 2723 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2725 }
2726 else
2732 num_stats_lose = 1; 2727 num_stats_lose = 1;
2733 } 2728
2734 lost_a_stat = 0; 2729 lost_a_stat = 0;
2735 2730
2736 for (z=0; z<num_stats_lose; z++) { 2731 for (z = 0; z < num_stats_lose; z++)
2732 {
2737 i = RANDOM() % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2738 2734
2739 if (settings.stat_loss_on_death) { 2735 if (settings.stat_loss_on_death)
2736 {
2740 /* Pick a random stat and take a point off it. Tell the player 2737 /* Pick a random stat and take a point off it. Tell the player
2741 * what he lost. 2738 * what he lost.
2742 */ 2739 */
2743 change_attr_value(&(op->stats), i,-1); 2740 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2741 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2743 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2745 lost_a_stat = 1;
2749 } else { 2746 }
2747 else
2748 {
2750 /* deplete a stat */ 2749 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2750 archetype *deparch = archetype::find ("depletion");
2752 object *dep; 2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
2753 2755 {
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch); 2756 dep = arch_to_object (deparch);
2757 insert_ob_in_ob(dep, op); 2757 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 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 2758 }
2787 if (lose_this_stat) { 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
2761 {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2764 this_stat = get_attr_value (&(dep->stats), i);
2765 if (this_stat < 0)
2766 {
2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2768 int keep_chance = this_stat * this_stat;
2769
2770 /* Yes, I am paranoid. Sue me. */
2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776 {
2777 lose_this_stat = 0;
2778 /* Take loss chance vs keep chance to see if we
2779 retain the stat. */
2780 }
2781 else
2782 {
2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
2788 }
2789 }
2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another 2795 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2796 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2797 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2798 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2799 * difference.
2794 */ 2800 */
2795 if (this_stat>=-50) { 2801 if (this_stat >= -50)
2802 {
2796 change_attr_value(&(dep->stats), i, -1); 2803 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2804 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2806 op->update_stats ();
2800 lost_a_stat = 1; 2807 lost_a_stat = 1;
2801 } 2808 }
2802 } 2809 }
2810 }
2803 } 2811 }
2804 }
2805 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2813 if (!lost_a_stat)
2807 { 2814 {
2808 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2816 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2817 const char *god = determine_god (op);
2818
2811 if (god && (strcmp(god, "none"))) 2819 if (god && (strcmp (god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2813 "moment you feel the holy presence of %s protecting" 2821 else
2814 " you.", god); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2819#endif 2826#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2827
2823 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2829 * exp loss on the stone.
2825 */ 2830 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2833 tmp->name = buf;
2829 sprintf(buf,"%s's gravestones",op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
2830 FREE_AND_COPY(tmp->name_pl, buf); 2835 tmp->name_pl = buf;
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2836 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);
2832 "who was killed\n" 2837 tmp->msg = buf;
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2838 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2840
2840 /**************************************/ 2841 /**************************************/
2841 /* */ 2842 /* */
2842 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
2845 /* */ 2846 /* */
2846 /**************************************/ 2847 /**************************************/
2847 2848
2848 /* remove any poisoning and confusion the character may be suffering.*/ 2849 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 2850 /* restore player */
2850 at = find_archetype("poisoning"); 2851 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 2852 tmp = present_arch_in_ob (at, op);
2853
2852 if (tmp) { 2854 if (tmp)
2853 remove_ob(tmp); 2855 {
2854 free_object(tmp); 2856 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 2858 }
2857 2859
2858 at = find_archetype("confusion"); 2860 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 2862 if (tmp)
2861 remove_ob(tmp); 2863 {
2862 free_object(tmp); 2864 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2866 }
2867
2865 cure_disease(op,0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
2866 2869
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2871 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 2877
2874 /* 2878 /*
2875 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
2876 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
2877 * in the map. 2881 */
2878 */ 2882 op->drop_unpaid_items ();
2879 2883
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2884 /****************************************/
2889 /* */ 2885 /* */
2890 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2892 /* */ 2888 /* */
2893 /****************************************/ 2889 /****************************************/
2894 2890
2895 enter_player_savebed(op); 2891 enter_player_savebed (op);
2896 2892
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2893 op->contr->braced = 0;
2901 save_player(op,1);
2902 2894
2903 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2898 * on the space that might harm the player.
2907 */ 2899 */
2908 will_kill_again=0; 2900 will_kill_again = 0;
2909 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2910 if (tmp->type ==SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
2912 } 2904
2913 if (will_kill_again) { 2905 if (will_kill_again)
2906 {
2914 object *force; 2907 object *force;
2915 int at; 2908 int at;
2916 2909
2917 force=get_archetype(FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2912 force->speed = 0.1f;
2920 force->speed_left=-5.0; 2913 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2915 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2917 force->resist[at] = 100;
2925 } 2918
2926 insert_ob_in_ob(force, op); 2919 insert_ob_in_ob (force, op);
2927 fix_player(op); 2920 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 2921
2922 }
2923
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2925}
3003 2926
3004 2927void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2928loot_object (object *op)
2929{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2930 object *tmp, *tmp2, *next;
3007 2931
3008 if (op->container) { /* close open sack first */ 2932 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2933
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2934 for (tmp = op->inv; tmp; tmp = next)
2935 {
3013 next=tmp->below; 2936 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2937
3015 remove_ob(tmp); 2938 if (tmp->invisible)
2939 continue;
2940
2941 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2942 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2943
3018 loot_object(tmp); 2944 if (tmp->type == CONTAINER)
3019 } 2945 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2946
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 {
3022 if(tmp->nrof>1) { 2949 if (tmp->nrof > 1)
2950 {
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3024 free_object(tmp2); 2952 tmp2->destroy ();
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 }
2955 else
2956 tmp->destroy ();
2957 }
3026 } else 2958 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2960 }
3031} 2961}
3032 2962
3033/* 2963/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3035 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3036 * was changed. 2966 * was changed.
3037 */ 2967 */
3038 2968void
3039void fix_weight(void) { 2969fix_weight (void)
3040 player *pl; 2970{
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2971 for_all_players (pl)
2972 {
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974
3043 if(old == sum) 2975 if (old == sum)
3044 continue; 2976 continue;
3045 fix_player(pl->ob); 2977 pl->ob->update_stats ();
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3047 pl->ob->name, old, sum);
3048 } 2979 }
3049} 2980}
3050 2981
2982void
3051void fix_luck(void) { 2983fix_luck (void)
3052 player *pl; 2984{
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2985 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2987 pl->ob->change_luck (0);
3056} 2988}
3057
3058 2989
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3062 */ 2993 */
3063
3064void 2994void
3065cast_dust (object * op, object * throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3066{ 2996{
3067 object *skop, *spob; 2997 object *skop, *spob;
3068 2998
3069 skop = find_skill_by_name (op, throw_ob->skill); 2999 skop = find_skill_by_name (op, throw_ob->skill);
3070 3000
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 3001 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3002 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 3003 {
3074 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3004 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3075 op->name);
3076 return; 3005 return;
3077 } 3006 }
3078 3007
3079 spob = throw_ob->inv; 3008 spob = throw_ob->inv;
3080 3009
3081 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3010 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3082 // not pass NULL to cast_spell (which did indeed check itself, but 3011 // not pass NULL to cast_spell (which did indeed check itself, but
3083 // errors should be reported as early as possible IMHO) 3012 // errors should be reported as early as possible IMHO)
3084 if (!spob) 3013 if (!spob)
3085 { 3014 {
3086 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3015 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3087 throw_ob->name, op->name);
3088 return; 3016 return;
3089 } 3017 }
3090 3018
3091 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3092 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3093 3021
3094 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3095 3023
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 3025}
3100 3026
3027void
3101void make_visible (object *op) { 3028make_visible (object *op)
3029{
3102 op->hide = 0; 3030 op->hide = 0;
3103 op->invisible = 0; 3031 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 3032 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 3033 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3034 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3035 op->contr->invis_race = 0;
3036 }
3037
3038 update_object (op, UP_OBJ_CHANGE);
3039}
3040
3041int
3042is_true_undead (object *op)
3043{
3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1;
3046
3120 return 0; 3047 return 0;
3121} 3048}
3122 3049
3123/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3052 * indicate greater hideability.
3126 */ 3053 */
3127 3054
3055int
3128int hideability(object *ob) { 3056hideability (object *ob)
3057{
3129 int i,level=0, mflag; 3058 int i, level = 0, mflag;
3130 sint16 x,y; 3059 sint16 x, y;
3131 3060
3132 if(!ob||!ob->map) return 0; 3061 if (!ob || !ob->map)
3062 return 0;
3133 3063
3134 /* so, on normal lighted maps, its hard to hide */ 3064 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3065 level = ob->map->darkness - 2;
3136 3066
3137 /* this also picks up whether the object is glowing. 3067 /* this also picks up whether the object is glowing.
3138 * If you carry a light on a non-dark map, its not 3068 * If you carry a light on a non-dark map, its not
3139 * as bad as carrying a light on a pitch dark map */ 3069 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3070 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness));
3141 3072
3142 /* scan through all nearby squares for terrain to hide in */ 3073 /* scan through all nearby squares for terrain to hide in */
3143 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3077 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue;
3080 }
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3082 level += 2;
3148 else /* open terrain! */ 3083 else /* open terrain! */
3149 level -= 1; 3084 level -= 1;
3150 } 3085 }
3151 3086
3152#if 0 3087#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3088 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3089#endif
3155 return level; 3090 return level;
3156} 3091}
3157 3092
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3097 */
3163 3098void
3164void do_hidden_move (object *op) { 3099do_hidden_move (object *op)
3100{
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3102 object *skop;
3167 3103
3168 if(!op || !op->map) return; 3104 if (!op || !op->map)
3105 return;
3169 3106
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3171 3108
3172 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3110 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 3111 if (!skop || num >= skop->level)
3112 {
3175 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3176 make_visible(op); 3114 make_visible (op);
3177 return; 3115 return;
3178 } else num += 20;
3179 } 3116 }
3117 else
3118 num += 20;
3119
3180 num += op->map->difficulty; 3120 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3122 num -= hide;
3123
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 {
3184 make_visible(op); 3126 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3127 if (op->type == PLAYER)
3186 "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3129 }
3188 else if (op->type == PLAYER && skop) { 3130 else if (op->type == PLAYER && skop)
3189 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3190 }
3191} 3132}
3192 3133
3193/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3194 3135
3136int
3195int stand_near_hostile( object *who ) { 3137stand_near_hostile (object *who)
3138{
3196 object *tmp=NULL; 3139 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3140 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3141 maptile *m;
3199 sint16 x,y; 3142 sint16 x, y;
3200 3143
3201 if(!who) return 0; 3144 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 3145 return 0;
3146
3147 if (who->type == PLAYER)
3148 player = 1;
3149
3150 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3152
3153 /* search adjacent squares */
3154 for (i = 1; i < 9; i++)
3155 {
3156 x = who->x + freearr_x[i];
3157 y = who->y + freearr_y[i];
3158 m = who->map;
3159 mflags = get_map_flags (m, &m, x, y, &x, &y);
3160 /* space must be blocked if there is a monster. If not
3161 * blocked, don't need to check this space.
3162 */
3163 if (mflags & P_OUT_OF_MAP)
3164 continue;
3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 continue;
3167
3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 {
3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if (tmp->type == PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 }
3178 }
3179 }
3180 return 0;
3231} 3181}
3232 3182
3233/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3184 * object op. This function works fine for monsters,
3235 * but we dont worry if the object isnt the top one in 3185 * but we dont worry if the object isnt the top one in
3242 * for them to differ. Sigh, this fctn could get a bit more complex. 3192 * for them to differ. Sigh, this fctn could get a bit more complex.
3243 * -b.t. 3193 * -b.t.
3244 * This function is now map tiling safe. 3194 * This function is now map tiling safe.
3245 */ 3195 */
3246 3196
3197int
3247int player_can_view (object *pl,object *op) { 3198player_can_view (object *pl, object *op)
3199{
3248 rv_vector rv; 3200 rv_vector rv;
3249 int dx,dy; 3201 int dx, dy;
3250 3202
3251 if(pl->type!=PLAYER) { 3203 if (pl->type != PLAYER)
3204 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3206 return -1;
3278 op = op->more;
3279 } 3207 }
3208
3209 if (!pl || !op)
3280 return 0; 3210 return 0;
3211
3212 op = op->head_ ();
3213
3214 get_rangevector (pl, op, &rv, 0x1);
3215
3216 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any
3218 * part that is in the los array but isnt on
3219 * a blocked los square.
3220 * we use the archetype to figure out offsets.
3221 */
3222 while (op)
3223 {
3224 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y;
3226
3227 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1;
3235 op = op->more;
3236 }
3237 return 0;
3281} 3238}
3282 3239
3283/* routine for both players and monsters. We call this when 3240/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3241 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3242 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3243 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3244 * return 0.
3288 */ 3245 */
3246int
3289int action_makes_visible (object *op) { 3247action_makes_visible (object *op)
3248{
3290 3249
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3253 return 0;
3294 3254
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3296 3257
3297 /* If monsters, they should become visible */ 3258 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3299 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3300 return 1; 3262 return 1;
3301 } 3263 }
3302 } 3264 }
3303 return 0; 3265 return 0;
3304} 3266}
3305 3267
3306/* op_on_battleground - checks if the given object op (usually 3268/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3269 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3270 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3271 * -exit-coord. (and if x, y not NULL)
3310 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3272 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3273 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this 3274 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */ 3275 */
3276int
3314int op_on_battleground (object *op, int *x, int *y) { 3277op_on_battleground (object *op, int *x, int *y)
3278{
3315 object *tmp; 3279 object *tmp;
3316 3280
3317 /* A battleground-tile needs the following attributes to be valid: 3281 /* A battleground-tile needs the following attributes to be valid:
3318 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3284 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3285 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3286 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3326 strcmp(tmp->name, "battleground")==0 && 3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3293 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3294 /*before we assign the exit, check if this is a teambattle */
3329 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 {
3330 object *invtmp; 3297 object *invtmp;
3298
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3300 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3305 return 1;
3306 }
3307 }
3308 }
3334 if (x != NULL && y != NULL) 3309 if (x != NULL && y != NULL)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3336 return 1; 3311 return 1;
3337 } 3312 }
3338 } 3313 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3314 }
3344 }
3345 }
3346 /* If we got here, did not find a battleground */ 3315 /* If we got here, did not find a battleground */
3347 return 0; 3316 return 0;
3348} 3317}
3349 3318
3350/* 3319/*
3354 * attributes: 3323 * attributes:
3355 * object *who the dragon player 3324 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3325 * int atnr the attack-number of the ability focus
3357 * int level ability level 3326 * int level ability level
3358 */ 3327 */
3328void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3329dragon_ability_gain (object *who, int atnr, int level)
3330{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3331 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3332 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3333 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3334 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3336 int i = 0, j = 0;
3366 3337
3367 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3370 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3372 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3374 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3376 3347
3377 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3378 return; 3349 return;
3379 3350
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3352
3382 3353 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3354 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3356 return;
3386 } 3357 }
3387 3358
3388 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3360 item = tr->item;
3390 3361
3391 if (item->type == SPELL) { 3362 if (item->type == SPELL)
3363 {
3392 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3393 return; 3365 return;
3394 3366
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3368 do_learn_spell (who, item, 0);
3397 return; 3369 return;
3398 } 3370 }
3399 3371
3400 /* grant direct spell */ 3372 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3373 if (item->type == SPELLBOOK)
3374 {
3402 if (!item->inv) { 3375 if (!item->inv)
3376 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3378 return;
3406 } 3379 }
3407 if (check_spell_known (who, item->inv->name)) 3380 if (check_spell_known (who, item->inv->name))
3408 return; 3381 return;
3409 if (item->invisible) { 3382 if (item->invisible)
3383 {
3410 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3384 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3411 do_learn_spell (who, item->inv, 0); 3385 do_learn_spell (who, item->inv, 0);
3412 return; 3386 return;
3413 } 3387 }
3414 } 3388 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3416 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3417 3393
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3394 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * in this way, if the player is missing any of the attacktypes, he gets 3395 * in this way, if the player is missing any of the attacktypes, he gets
3420 * them. As it is now, if the player has any that match the granted skill, 3396 * them. As it is now, if the player has any that match the granted skill,
3421 * but not all of them, he gets nothing. 3397 * but not all of them, he gets nothing.
3422 */ 3398 */
3423 if (!(skop->attacktype & item->attacktype)) { 3399 if (!(skop->attacktype & item->attacktype))
3400 {
3424 /* Give new attacktype */ 3401 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3402 skop->attacktype |= item->attacktype;
3426 3403
3427 /* always add physical if there's none */ 3404 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3405 skop->attacktype |= AT_PHYSICAL;
3429 3406
3430 if (item->msg != NULL) 3407 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3409
3433 /* Give player new face */ 3410 /* Give player new face */
3434 if (item->animation_id) { 3411 if (item->animation_id)
3412 {
3435 who->face = skop->face; 3413 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3414 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3415 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3416 who->last_anim = 0;
3439 who->state = 0; 3417 who->state = 0;
3440 animate_object(who, who->direction); 3418 animate_object (who, who->direction);
3441 } 3419 }
3420 }
3421 }
3442 } 3422 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3423 else if (item->type == FORCE)
3424 {
3446 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3426 object *skin;
3427
3448 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3449 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3450 skin=skin->below); 3430 ;
3451 if (skin == NULL) return; 3431
3452 3432 if (!skin)
3433 return;
3434
3453 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3439
3457 /* print message */ 3440 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3441 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3443 {
3461 if (j) 3444 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3445 {
3463 else 3446 if (j)
3464 j = 1; 3447 strcat (buf, " and ");
3448 else
3449 j = 1;
3465 strcat(buf, spellpathnames[i]); 3450 strcat (buf, spellpathnames[i]);
3466 } 3451 }
3467 } 3452 }
3468 strcat(buf,"."); 3453 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3455 }
3471 3456
3472 /* evtl. adding flags: */ 3457 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3459 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3461 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3464
3480 /* print message if there is one */ 3465 /* print message if there is one */
3481 if (item->msg != NULL) 3466 if (item->msg != NULL)
3482 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3483 } 3470 {
3484 else {
3485 /* generate misc. treasure */ 3471 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3472 tmp = arch_to_object (tr->item);
3487 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3474 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER) 3475 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp); 3476 esrv_send_item (who, tmp);
3491 } 3477 }
3492} 3478}
3493 3479
3494/** 3480/**
3495 * Unready an object for a player. This function does nothing if the object was 3481 * Unready an object for a player. This function does nothing if the object was
3496 * not readied. 3482 * not readied.
3497 */ 3483 */
3484void
3498void player_unready_range_ob(player *pl, object *ob) { 3485player_unready_range_ob (player *pl, object *ob)
3499 rangetype i; 3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3500 3489
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3490 if (pl->combat_ob == ob)
3502 if (pl->ranges[i] == ob) { 3491 pl->combat_ob = 0;
3503 pl->ranges[i] = NULL; 3492
3504 if (pl->shoottype == i) { 3493 if (pl->ranged_ob == ob)
3505 pl->shoottype = range_none; 3494 pl->ranged_ob = 0;
3506 }
3507 }
3508 }
3509} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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