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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL:
128 } 278 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 case WEAPON:
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_UNAPPLY);
131} 281 apply_special (ob, op, AP_APPLY);
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; 282 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 283 }
171 } 284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
172 305 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 306 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 307 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}
180 308
181int playername_ok(const char *cp) { 309 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 310
185 for(;*cp!='\0';cp++) 311 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 312 ns->pl = 0;
187 return 0; 313 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 314 }
229 315
230 /* Clears basically the entire player structure except 316 if (ob)
231 * for next and socket. 317 ob->close_container (); //TODO: client-specific
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
235 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 338 * we deal with that below this point.
237 */ 339 */
238 p->party=NULL; 340 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 343
244#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 345
246#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
247 363 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
249 366 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 367}
301 368
302 369player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 370{
306 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
307 op->x = -1; 372 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 373}
311 374
312/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
314 * mode. 377 * mode.
315 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
316 383
317int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 385
320 p=get_player(NULL); 386 pl->ob->roll_stats ();
321 p->socket = *ns; 387 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 389
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 390 set_first_map (pl->ob);
332 391
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 392 return pl;
340} 393}
341 394
342/* 395/*
343 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
346 */ 399 */
400archetype *
347archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
348{ 402{
349 archetype *start = at; 403 archetype *start = at;
404
350 for (;;) { 405 for (;;)
406 {
351 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
352 at=first_archetype; 408 at = first_archetype;
353 else 409 else
354 at=at->next; 410 at = at->next;
411
355 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
356 return at; 413 return at;
414
357 if (at == start) { 415 if (at == start)
416 {
358 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 418 exit (-1);
360 } 419 }
361 } 420 }
362} 421}
363 422
364 423object *
365object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
366 object *op = NULL; 426 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 427 objectlink *ol;
369 unsigned lastdist; 428 unsigned lastdist;
370 rv_vector rv; 429 rv_vector rv;
371 430
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
373 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
377 */ 437 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
379 object *tmp=ol->ob; 440 object *tmp = ol->ob;
380 441
381 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 443 * itself will have been cleared.
383 */ 444 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
385 ol = ol->next; 447 ol = ol->next;
386 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
387 if (!ol) return op; 449 if (!ol)
388 } 450 return op;
451 }
389 452
390 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
396 */ 459 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 461 continue;
399 462
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
409 op=pl->ob; 464 {
465 op = ol->ob;
410 lastdist=rv.distance; 466 lastdist = rv.distance;
467 }
411 } 468 }
412 } 469
413 } 470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
414#if 0 478#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 480#endif
417 return op; 481 return op;
418} 482}
419 483
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 502 * is probably not a good thing.
439 */ 503 */
440#define MAX_SPACES 50 504#define MAX_SPACES 50
441
442 505
443/* 506/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 525 * is blocking itself.
463 */ 526 */
527int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
465 rv_vector rv; 530 rv_vector rv;
466 sint16 x,y; 531 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
469 534
470 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
471 536
472 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 538 return 0;
725}
726 539
727void confirm_password(object *op) { 540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 546
729 op->contr->write_buf[0]='\0'; 547 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 548 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 549 return 0;
732}
733 550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661}
662
663void
664give_initial_items (object *pl, treasurelist * items)
665{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755}
756
757void
734void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
735 if (party == NULL) { 760 if (party == NULL)
761 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 763 return;
738 } 764 }
765
739 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 770}
744
745 771
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
747int roll_stat(void) { 774roll_stat (void)
775{
748 int a[4],i,j,k; 776 int a[4], i, j, k;
749 777
750 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
752 780
753 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 782 if (a[i] < k)
755 k=a[i],j=i; 783 k = a[i], j = i;
756 784
757 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 786 if (i != j)
759 k+=a[i]; 787 k += a[i];
760 } 788
761 return k; 789 return k;
762} 790}
763 791
764void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
765 int sum=0; 799 int sum = 0;
766 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
768 802
769 do { 803 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 804 break;
771 op->stats.Dex=roll_stat(); 805 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 806
782 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 809
791 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 812
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 813 stats.exp = 0;
822 op->stats.ac=0; 814 stats.ac = 0;
823 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
824 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
827 825
828 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
829 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
832 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
833} 858}
834 859
835void Roll_Again(object *op) 860static void
861start_info (object *op)
836{ 862{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
845 864
846 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 869}
954 870
955/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
959 * not the class. 875 * not the class.
960 */ 876 */
961 877void
962int key_change_class(object *op, char key) 878player::chargen_race_done ()
963{ 879{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
978 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
980 889
981 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
982 891
983 if (op->msg) { 892 if (ob->msg)
984 free_string(op->msg); 893 ob->msg = 0;
985 op->msg=NULL;
986 }
987 894
988 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
989 * to save here. 896 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 897 */
1030 898 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->instantiate ();
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]; 899 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); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1102 next = mp->next; 902 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 903
1104 delete_map(mp); 904 start_info (ob);
1105 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1106 906 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1108 } 915 {
1109 play_again(op); 916 object *tmp;
1110 return 1; 917 char mapname[MAX_BUF];
1111}
1112 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1113void flee_player(object *op) { 970flee_player (object *op)
971{
1114 int dir,diff; 972 int dir, diff;
1115 rv_vector rv; 973 rv_vector rv;
1116 974
1117 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 979 return;
1121 } 980 }
1122 981
1123 if(op->enemy==NULL) { 982 if (op->enemy == NULL)
983 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 984 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 986 return;
1127 } 987 }
1128 988
1129 /* Seen some crashes here. Since we don't store an 989 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 990 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 991 * actual enemy, and the object is recycled.
1132 */ 992 */
1133 if (op->enemy->map == NULL) { 993 if (op->enemy->map == NULL)
994 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 995 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 996 op->enemy = NULL;
1136 return; 997 return;
1137 } 998 }
1138 999
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1140 op->enemy=NULL; 1002 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1004 return;
1143 } 1005 }
1006
1144 get_rangevector(op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1145 1008
1146 dir=absdir(4+rv.direction); 1009 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1010 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 } 1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1154 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1020 op->enemy = NULL;
1157} 1021}
1158
1159 1022
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1025 * stop.
1163 */ 1026 */
1027int
1164int check_pick(object *op) { 1028check_pick (object *op)
1029{
1165 object *tmp, *next; 1030 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1031 int stop = 0;
1168 int j, k, wvratio; 1032 int wvratio;
1169 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1170
1171 1034
1172 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1174 return 1; 1037 return 1;
1175 1038
1176 op_tag = op->count;
1177
1178 next = op->below; 1039 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1040
1182 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1042 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1185 { 1044 {
1186 tmp = next; 1045 tmp = next;
1187 next = tmp->below; 1046 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1047
1191 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1192 return 0; 1049 return 0;
1193 1050
1194 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1195 continue; 1052 continue;
1196 1053
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1055 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1057 pick_up (op, tmp);
1201 continue; 1058 continue;
1202 } 1059 }
1203 1060
1204 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1206 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1065 {
1208 case 1: pick_up (op, tmp); 1066 case 0:
1209 return 1; 1067 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1068 case 1:
1211 return 0; 1069 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1070 return 1;
1213 case 4: pick_up (op, tmp); 1071 case 2:
1214 break; 1072 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1073 return 0;
1216 stop = 1; 1074 case 3:
1217 break; 1075 return 0; /* stop before pickup */
1218 case 6: 1076 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1221 pick_up(op, tmp); 1079 case 5:
1222 break; 1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1223 1087
1224 case 7: 1088 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1090 pick_up (op, tmp);
1227 break; 1091 break;
1228 1092
1229 default: 1093 default:
1230 /* use value density */ 1094 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1234 >= op->contr->mode) 1098 }
1235 pick_up(op,tmp); 1099 }
1236 } 1100 else
1237 } 1101 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1241 { 1104 {
1242 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1108 &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)))); 1109 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1111 &tmp->arch->name, 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)))); 1112
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1252 1115
1253 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1254 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1255 { 1118 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1257 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1259 { 1122 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1262 } 1125 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1267#if 0 1352#if 0
1268 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1270 { 1355 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1357 }
1273 { 1358 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1361 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 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1280 } 1367 }
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 1368
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; 1369 return !stop;
1444} 1370}
1445 1371
1446/* 1372/*
1447 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1375 * found object is returned.
1450 */ 1376 */
1377object *
1451object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1452{ 1379{
1453 object *tmp = NULL; 1380 object *tmp = 0;
1454 1381
1455 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1383 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); 1384 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1460 return op; 1386 return op;
1387
1461 return tmp; 1388 return tmp;
1462} 1389}
1463 1390
1464/* 1391/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1396 */
1470 1397object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1399{
1473 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1475 1402
1476 if (!type) 1403 if (!type)
1477 return NULL; 1404 return NULL;
1478 1405
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1409 {
1410 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1412 if (i > betterby)
1485 tmp = ntmp; 1413 {
1486 betterby = i; 1414 tmp = ntmp;
1487 } 1415 betterby = i;
1416 }
1417 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1489 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1422 {
1492 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1424 {
1494 return arrow; 1425 *better = 100;
1495 } else { 1426 return arrow;
1496 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1432 }
1499 } else { 1433 }
1434 else
1435 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1501 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1441 {
1442 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1444 }
1507 } 1445 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1447 {
1448 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1450 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1452 {
1453 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1455 }
1456 }
1457 }
1516 } 1458 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1460 return find_arrow (op, type);
1521 1461
1522 *better = betterby; 1462 *better = betterby;
1523 return tmp; 1463 return tmp;
1524} 1464}
1525 1465
1526/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1468 * op = the shooter
1529 * type = bow->race 1469 * type = bow->race
1530 * dir = fire direction 1470 * dir = fire direction
1531 */ 1471 */
1532 1472object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1534{ 1474{
1535 object *tmp = NULL; 1475 object *tmp = NULL;
1536 mapstruct *m; 1476 maptile *m;
1537 int i, mflags, found, number; 1477 int i, mflags, found, number;
1538 sint16 x, y; 1478 sint16 x, y;
1539 1479
1540 if (op->map == NULL) 1480 if (op->map == NULL)
1541 return find_arrow(op, type); 1481 return find_arrow (op, type);
1542 1482
1543 /* do a dex check */ 1483 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 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))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1486 return find_arrow (op, type);
1547 1487
1548 m = op->map; 1488 m = op->map;
1549 x = op->x; 1489 x = op->x;
1550 y = op->y; 1490 y = op->y;
1551 1491
1552 /* find the first target */ 1492 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1554 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1558 tmp = NULL; 1500 tmp = NULL;
1559 break; 1501 break;
1502 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1506 * perhaps a bad assumption.
1563 */ 1507 */
1564 tmp = NULL; 1508 tmp = NULL;
1565 break; 1509 break;
1566 } 1510 }
1567 if (mflags & P_IS_ALIVE) { 1511 if (mflags & P_IS_ALIVE)
1512 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1515 {
1571 break; 1516 found++;
1572 } 1517 break;
1518 }
1573 if (found) 1519 if (found)
1574 break; 1520 break;
1575 } 1521 }
1576 } 1522 }
1577 if (tmp == NULL) 1523 if (tmp == NULL)
1578 return find_arrow(op, type); 1524 return find_arrow (op, type);
1579 1525
1580 if (tmp->head) 1526 if (tmp->head)
1581 tmp = tmp->head; 1527 tmp = tmp->head;
1582 1528
1583 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1584} 1530}
1585 1531
1586/* 1532/*
1587 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1537 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * 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 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1540 * player fire modes.
1595 */ 1541 */
1542int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1544{
1599 object *left, *bow; 1545 object *left, *bow;
1600 tag_t left_tag, tag; 1546 int mflags;
1601 int bowspeed, mflags; 1547 maptile *m;
1602 mapstruct *m;
1603 1548
1604 if (!dir) { 1549 if (!dir)
1550 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1607 } 1558 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1614 */ 1562 */
1615 if(bow->type==BOW) 1563 if (bow->type == BOW)
1616 break; 1564 break;
1617 1565
1618 if (!bow) { 1566 if (!bow)
1567 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1569 return 0;
1621 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1622 } 1579 }
1580
1623 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1584 return 0;
1626 } 1585 }
1627 1586
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) { 1587 if (arrow == NULL)
1588 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1638 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1594 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1644 return 0; 1597 return 0;
1645 } 1598 }
1646 } 1599 }
1600
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1603 return 0;
1650 } 1604
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1608 return 0;
1654 } 1609 }
1655 1610
1656 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1662 1617
1663 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1623 return 0;
1669 return 0;
1670 } 1624 }
1671 set_owner(arrow, op); 1625
1672 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1628 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1629
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 */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1688 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1690 1636
1691 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694 1638 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1696 0 : dam_bonus[op->stats.Str]) + 1640 {
1697 bow->stats.dam + bow->magic + arrow->magic; 1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1698 1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1699 /* update the speed */ 1659 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1701 0 : dam_bonus[op->stats.Str]) + 1661 + bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1662
1705 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1709 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1710 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1721 arrow->level = op->level; 1680 arrow->level = op->level;
1722 } 1681 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1724 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1687 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1688
1728 arrow->map = m; 1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1695
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1698
1736 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1700 move_arrow (arrow);
1738 1701
1739 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1742 else 1706 else
1743 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1744 } 1708 }
1709
1745 return 1; 1710 return 1;
1746} 1711}
1747 1712
1748/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1714 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1718 * hence the function name.
1754 */ 1719 */
1720int
1755int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1756{ 1722{
1757 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1758 1724
1759 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1726 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1727 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); 1728 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1732 wcmod = -1;
1733
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1735 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 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)]); 1739 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)]); 1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1744 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); 1745 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); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1747 }
1777 } else { 1748 else
1749 {
1778 /* Simple case */ 1750 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1752 }
1753
1781 return ret; 1754 return ret;
1782} 1755}
1783
1784 1756
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1787 */ 1759 */
1760void
1788void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1789{ 1762{
1790 object *item; 1763 object *item = op->contr->ranged_ob;
1791 1764
1792 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1768 return;
1795 } 1769 }
1796 1770
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1771 if (!item->inv)
1772 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1774 return;
1801 } 1775 }
1802 if (item->type == WAND) { 1776
1803 if(item->stats.food<=0) { 1777 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; 1778 return;
1807 } 1779
1780 if (item->type == WAND)
1781 {
1782 if (item->stats.food <= 0)
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1787 return;
1788 }
1789 }
1808 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1811 if (item->type== ROD) 1796 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1797 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)); 1798 else
1814 else 1799 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, 1800
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1801 return;
1818 } 1802 }
1819 } 1803 }
1820 1804
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1824 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1825 object *tmp; 1811 {
1826 if (item->arch) { 1812 object *tmp;
1813
1814 if (item->arch)
1815 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1829 item->speed = 0; 1818 item->set_speed (0);
1830 update_ob_speed(item); 1819 }
1831 } 1820
1832 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1823 }
1835 } 1824 }
1836 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1826 drain_rod_charge (item);
1838 }
1839 } 1827 }
1840} 1828}
1841 1829
1842/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1843 */ 1831 */
1832void
1844void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1845 int spellcost=0; 1835 int spellcost = 0;
1846 1836
1847 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1849 1840
1850 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1851 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return; 1852 return;
1853 1853
1854 case range_bow: 1854 if (!op->change_weapon (ob))
1855 player_fire_bow(op, dir);
1856 return; 1855 return;
1857 1856
1858 case range_magic: /* Casting spells */ 1857 switch (ob->type)
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 {
1860 return; 1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1861 1862
1862 case range_misc: 1863 case SPELL:
1863 fire_misc_object(op, dir); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864 return; 1865 break;
1865 1866
1866 case range_golem: /* Control summoned monsters from scrolls */ 1867 case BUILDER:
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 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
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;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1887 return; 1869 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1894 1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879}
1895 1880
1896/* find_key 1881/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1886 * pl is the player,
1902 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1905 */ 1890 */
1906 1891object *
1907object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1908{ 1893{
1909 object *tmp,*key; 1894 object *tmp, *key;
1910 1895
1911 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1913 1899
1914 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1917 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1919 */ 1907 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1909 break;
1922 } 1910 }
1911
1923 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1915 * a key, return
1927 */ 1916 */
1928 if (!tmp) { 1917 if (!tmp)
1918 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1930 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 {
1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1926 }
1927 }
1928
1929 if (!tmp)
1930 return NULL;
1933 } 1931 }
1934 } 1932
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
1939 */ 1935 */
1940 if (pl!=container) { 1936 if (pl != container)
1937 {
1941 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1943 /* cases where this fails: 1941 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1943 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1947 * containers can be used. 1945 * containers can be used.
1948 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1952 * 1950 *
1953 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1954 * all the others. 1952 * all the others.
1955 */ 1953 */
1956 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1957 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1959 "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; 1960 return NULL;
1965 } 1961 }
1966 } 1962 }
1963
1967 return tmp; 1964 return tmp;
1968} 1965}
1969 1966
1970/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1973 * 0 otherwise 1970 * 0 otherwise
1974 */ 1971 */
1972static int
1975static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1976{ 1974{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1981 */ 1978 */
1982 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1983 1980
1984 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1985 if (key) { 1982 if (key)
1983 {
1986 object *container=key->env; 1984 object *container = key->env;
1987 1985
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1987
1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1991 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1996 "You open the door with the %s", query_short_name(key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2000 }
2001
1999 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2002 if (container != op) 2005 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2004 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
2005 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
2006 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2014 return 1;
2009 } 2015 }
2016
2010 return 0; 2017 return 0;
2011} 2018}
2012 2019
2013/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2018 */ 2025 */
2019 2026void
2020void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2021{ 2028{
2022 object *tmp, *mon, *tpl; 2029 object *tmp, *mon;
2023 sint16 nx, ny;
2024 int on_battleground; 2030 int on_battleground;
2025 mapstruct *m; 2031 maptile *m;
2026 2032
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2031 2035
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2033 2037
2034 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * 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 2042 * 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 2043 * 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 2044 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2045 * move_ob uses.
2042 */ 2046 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, 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 2048 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2059 return;
2053 }
2054 2060
2055 mon = NULL; 2061 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2065 * on the space
2060 */ 2066 */
2061 while (tmp!=NULL) { 2067 while (tmp)
2068 {
2062 if (tmp == op) { 2069 if (tmp == op)
2063 tmp=tmp->above; 2070 {
2064 continue; 2071 tmp = tmp->above;
2065 } 2072 continue;
2073 }
2074
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2076 {
2068 break; 2077 mon = tmp;
2069 } 2078 break;
2079 }
2080
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2082 mon = tmp;
2083
2072 tmp=tmp->above; 2084 tmp = tmp->above;
2073 } 2085 }
2074 2086
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2088 return; /* into a wall */
2077 2089
2078 if(mon->head != NULL) 2090 if (mon->head)
2079 mon = mon->head; 2091 mon = mon->head;
2080 2092
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2094 if (player_attack_door (op, mon))
2095 return;
2083 2096
2084 /* The following deals with possibly attacking peaceful 2097 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2098 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2099 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2100 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2101 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2102 * and thus will not push them.
2090 */ 2103 */
2091 2104
2092 /* If the creature is a pet, push it even if the player is not 2105 /* 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 2106 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2095 */ 2108 */
2096 if ((op->type==PLAYER) 2109 if (op->type == PLAYER
2097#if COZY_SERVER 2110 && ((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)) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2112 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2114 {
2109 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2116 if (op->contr->braced)
2117 return;
2118
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2120 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2114 return; 2124 return;
2115 } 2125 }
2116 2126
2117 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2130 * attack them either.
2121 */ 2131 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 (
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127#else
2128 op->contr->peaceful && 2134 && ((op->contr->peaceful
2129#endif 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2130 !on_battleground 2136 && !on_battleground))
2137 {
2138 if (!op->contr->braced)
2131 )) { 2139 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2135 } else { 2142 }
2143 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2141 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2152 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2145 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2147 } 2157 make_visible (op);
2158 }
2148 2159
2149 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2165 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2168 {
2159
2160 /* If the player hasn't hit something this tick, and does
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) { 2169 if (!op->contr->has_hit)
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2170 {
2171 op->contr->has_hit = 1;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2167 2174
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 }
2170
2171 skill_attack(mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2172 2176
2173 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2180 * the wiz.
2177 */ 2181 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2183 {
2180 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2185
2181 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2184 } 2189 }
2185 if(action_makes_visible(op)) make_visible(op); 2190
2186 } 2191 if (action_makes_visible (op))
2192 make_visible (op);
2193 }
2187 } /* if player should attack something */ 2194 } /* if player should attack something */
2188} 2195}
2189 2196
2197int
2190int move_player(object *op,int dir) { 2198move_player (object *op, int dir)
2199{
2191 int pick; 2200 int pick;
2192 object *transport = op->contr->transport;
2193 2201
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2202 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; 2203 return 0;
2204
2205 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9))
2207 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0;
2210 }
2211
2212 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215
2216 op->facing = dir;
2217
2218 if (op->hide)
2219 do_hidden_move (op);
2220
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ;
2223 else if (op->contr->fire_on)
2224 fire (op, dir);
2225 else
2226 {
2227 move_player_attack (op, dir);
2228 pick = check_pick (op);
2229 }
2230
2231 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing.
2233 */
2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 op->direction = dir;
2236 else
2237 op->direction = 0;
2238
2239 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities
2241 * for players.
2242 */
2243 animate_object (op, op->facing);
2244 return 0;
2256} 2245}
2257 2246
2258/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2248 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2250 * the new speed values for commands.
2262 * 2251 *
2263 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2264 */ 2253 */
2254int
2265int handle_newcs_player(object *op) 2255handle_newcs_player (object *op)
2266{ 2256{
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)) { 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2284 flee_player(op); 2259 flee_player (op);
2260
2285 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2262 if (op->flag [FLAG_SCARED])
2287 op->speed_left--; 2263 {
2264 --op->speed_left;
2288 return 0; 2265 return 0;
2289 } 2266 }
2290 } 2267 }
2291 2268
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
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 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2271 * called, so we recheck it here.
2307 */ 2272 */
2308 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2274 return 1;
2310 2275
2276 if (op->speed_left > 0.f)
2277 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2312 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2281 --op->speed_left;
2314 2282
2315 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2318 */ 2286 */
2319 move_player(op, op->direction); 2287 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2288
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2321 else return 0; 2293 return 0;
2322 } 2294}
2295
2296int
2297save_life (object *op)
2298{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2300 return 0;
2324}
2325 2301
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) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2307
2337 query_name(tmp));
2338 if (op->contr) 2308 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2309 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2310
2341 free_object(tmp); 2311 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2343 if(op->stats.hp<0) 2314 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2316
2345 if(op->stats.food<0) 2317 if (op->stats.food < 0)
2346 op->stats.food = 999; 2318 op->stats.food = 999;
2347 fix_player(op); 2319
2320 op->update_stats ();
2348 return 1; 2321 return 1;
2349 } 2322 }
2323
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2327 return 0;
2354} 2328}
2355 2329
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2330/* 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 2331 * 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 2332 * function will descend into containers. op is the object to start the search
2359 * from. 2333 * from.
2360 */ 2334 */
2335void
2361void remove_unpaid_objects(object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2362{ 2337{
2363 object *next;
2364
2365 while (op) { 2338 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2339 {
2367 * we remove object 'op' 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2341
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2343 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2345 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 2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354}
2382 2355
2383/* 2356/*
2384 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2360 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2361 * but there isn't one in the server directory.
2389 */ 2362 */
2363char *
2390char *gravestone_text (object *op) 2364gravestone_text (object *op)
2391{ 2365{
2392 static char buf2[MAX_BUF]; 2366 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2367 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2368 time_t now = time (NULL);
2395 2369
2396 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2373 else
2400 sprintf (buf, "%s\n", op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2377 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2380 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2384 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2385 if (op->type == PLAYER)
2386 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2389 strcat (buf2, buf);
2413 } 2390 }
2391
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2417 return buf2; 2396 return buf2;
2418} 2397}
2419 2398
2420 2399void
2421
2422void do_some_living(object *op) { 2400do_some_living (object *op)
2401{
2423 int last_food=op->stats.food; 2402 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2403 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2404 int over_hp, over_sp, over_grace;
2426 int i; 2405 int i;
2427 int rate_hp = 1200; 2406 int rate_hp = 1200;
2428 int rate_sp = 2500; 2407 int rate_sp = 2500;
2429 int rate_grace = 2000; 2408 int rate_grace = 2000;
2430 const int max_hp = 1; 2409 const int max_hp = 1;
2431 const int max_sp = 1; 2410 const int max_sp = 1;
2432 const int max_grace = 1; 2411 const int max_grace = 1;
2433 2412
2434 if (op->contr->outputs_sync) { 2413 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2414 {
2436 if (op->contr->outputs[i].buf!=NULL && 2415 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2416 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2439 } 2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2440 2431
2441 if(op->contr->state==ST_PLAYING) { 2432 if (op->contr->ns->state == ST_PLAYING)
2442 2433 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2435 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) 2436 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2438 else
2439 {
2440 gen_hp = op->stats.maxhp;
2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2442 }
2443
2444 if (op->contr->gen_sp >= 0)
2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2446 else
2447 {
2448 gen_sp = op->stats.maxsp;
2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2450 }
2451
2452 if (op->contr->gen_grace >= 0)
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else
2455 {
2456 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512 if (over_grace > 0)
2513 {
2514 op->stats.sp += over_grace
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516 op->last_grace = 0;
2517 }
2518 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 }
2527 /* wearing stuff doesn't detract from grace generation. */
2528 }
2529
2530 /* Regenerate Hit Points */
2531 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2535 op->stats.hp++;
2536 /* dms do not consume food */
2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 {
2539 op->stats.food--;
2540 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 }
2564 }
2565
2566 /* Digestion */
2567 if (--op->last_eat < 0)
2568 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2570
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2573 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2561 /* dms do not consume food */ 2576 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2578 op->stats.food--;
2564 } 2579 }
2565 2580
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2582 {
2583 object *tmp, *flesh = 0;
2568 2584
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2592 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2594 break;
2576 } 2595 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2596 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2597 flesh = tmp;
2579 } /* end of for loop */ 2598 } /* End if paid for object */
2599 } /* end of for loop */
2600
2580 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2602 * eat flesh instead.
2582 */ 2603 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2607 manual_apply (op, flesh, 0);
2586 } 2608 }
2587 } /* end if player is starving */ 2609 }
2588 2610
2589 while(op->stats.food<0&&op->stats.hp>0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2591 2613
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2615 kill_player (op);
2616 }
2594} 2617}
2595
2596
2597 2618
2598/* If the player should die (lack of hp, food, etc), we call this. 2619/* 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 2620 * 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 2621 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2622 * file.
2602 */ 2623 */
2624void
2603void kill_player(object *op) 2625kill_player (object *op)
2604{ 2626{
2605 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2606 int x,y,i; 2628 int x, y;
2629
2630 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2632
2608 int z; 2633 /* int z;
2609 int num_stats_lose; 2634 int num_stats_lose;
2610 int lost_a_stat; 2635 int lost_a_stat;
2611 int lose_this_stat; 2636 int lose_this_stat;
2612 int this_stat; 2637 int this_stat; */
2613 int will_kill_again; 2638 int will_kill_again;
2614 archetype *at; 2639 archetype *at;
2615 object *tmp; 2640 object *tmp;
2616 2641
2617 if(save_life(op)) 2642 if (save_life (op))
2618 return; 2643 return;
2619 2644
2620 2645
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2646 /* 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. 2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2648 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2649 */
2625 if (op_on_battleground(op, &x, &y)) { 2650 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2651 {
2627 "You have been defeated in combat!"); 2652 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, 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2654
2630
2631 /* restore player */ 2655 /* restore player */
2632 at = find_archetype("poisoning"); 2656 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2658 {
2635 remove_ob(tmp); 2659 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2661 }
2639 2662
2640 at = find_archetype("confusion"); 2663 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2665 {
2643 remove_ob(tmp); 2666 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2668 }
2647 2669
2648 cure_disease(op,0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2672 if (op->stats.food <= 0)
2651 2673 op->stats.food = 999;
2674
2652 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2677 {
2656 sprintf(buf,"%s's finger",op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2679 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2683 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2684 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2685 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2686 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 2687 }
2688
2669 /* teleport defeated player to new destination*/ 2689 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2691 op->contr->braced = 0;
2672 return; 2692 return;
2673 } 2693 }
2674 2694
2675 INVOKE_PLAYER (DEATH, op->contr); 2695 INVOKE_PLAYER (DEATH, op->contr);
2676 2696
2677 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2678 2698
2679 if(op->stats.food<0) { 2699 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2700 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2702 strcpy (op->contr->killer, "starvation");
2688 } 2703 }
2689 else { 2704 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2705 sprintf (buf, "%s died.", &op->name);
2697 } 2706
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2708
2700 /* save the map location for corpse, gravestone*/ 2709 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2702 2713
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
2708 */ 2717 */
2709 2718
2710 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2721 * of death.
2713 */ 2722 */
2714#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2724 if (settings.balanced_stat_loss)
2725 {
2716 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2728 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2731 little bit harder. */
2722 /* GD */ 2732 /* GD */
2723 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2734 num_stats_lose = 1;
2725 else 2735 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2737 }
2738 else
2728 num_stats_lose = 1; 2739 num_stats_lose = 1;
2729 } 2740
2730 lost_a_stat = 0; 2741 lost_a_stat = 0;
2731 2742
2732 for (z=0; z<num_stats_lose; z++) { 2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2733 i = RANDOM() % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2734 2746
2735 if (settings.stat_loss_on_death) { 2747 if (settings.stat_loss_on_death)
2748 {
2736 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2750 * what he lost.
2738 */ 2751 */
2739 change_attr_value(&(op->stats), i,-1); 2752 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2753 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2757 lost_a_stat = 1;
2745 } else { 2758 }
2759 else
2760 {
2746 /* deplete a stat */ 2761 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2762 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2749 2767 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2768 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2769 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2770 }
2783 if (lose_this_stat) { 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
2773 {
2774 /* GD */
2775 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2776 this_stat = get_attr_value (&(dep->stats), i);
2777 if (this_stat < 0)
2778 {
2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2780 int keep_chance = this_stat * this_stat;
2781
2782 /* Yes, I am paranoid. Sue me. */
2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2789 lose_this_stat = 0;
2790 /* Take loss chance vs keep chance to see if we
2791 retain the stat. */
2792 }
2793 else
2794 {
2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2800 }
2801 }
2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2807 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2808 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2809 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2810 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2811 * difference.
2790 */ 2812 */
2791 if (this_stat>=-50) { 2813 if (this_stat >= -50)
2814 {
2792 change_attr_value(&(dep->stats), i, -1); 2815 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2816 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2818 op->update_stats ();
2796 lost_a_stat = 1; 2819 lost_a_stat = 1;
2797 } 2820 }
2798 } 2821 }
2822 }
2799 } 2823 }
2800 }
2801 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2825 if (!lost_a_stat)
2803 { 2826 {
2804 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2828 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2829 const char *god = determine_god (op);
2830
2807 if (god && (strcmp(god, "none"))) 2831 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2833 else
2810 " you.", god); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2838#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2839
2819 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2841 * exp loss on the stone.
2821 */ 2842 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2845 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2847 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2848 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);
2828 "who was killed\n" 2849 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2850 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2852
2836 /**************************************/ 2853 /**************************************/
2837 /* */ 2854 /* */
2838 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
2841 /* */ 2858 /* */
2842 /**************************************/ 2859 /**************************************/
2843 2860
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2861 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2862 /* restore player */
2846 at = find_archetype("poisoning"); 2863 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2864 tmp = present_arch_in_ob (at, op);
2865
2848 if (tmp) { 2866 if (tmp)
2849 remove_ob(tmp); 2867 {
2850 free_object(tmp); 2868 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2870 }
2853 2871
2854 at = find_archetype("confusion"); 2872 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2874 if (tmp)
2857 remove_ob(tmp); 2875 {
2858 free_object(tmp); 2876 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2878 }
2879
2861 cure_disease(op,0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
2862 2881
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2883 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2889
2870 /* 2890 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
2873 * in the map. 2893 */
2874 */
2875
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2895
2884 /****************************************/ 2896 /****************************************/
2885 /* */ 2897 /* */
2886 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2888 /* */ 2900 /* */
2889 /****************************************/ 2901 /****************************************/
2890 2902
2891 enter_player_savebed(op); 2903 enter_player_savebed (op);
2892 2904
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2905 op->contr->braced = 0;
2897 save_player(op,1);
2898 2906
2899 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2910 * on the space that might harm the player.
2903 */ 2911 */
2904 will_kill_again=0; 2912 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
2908 } 2916
2909 if (will_kill_again) { 2917 if (will_kill_again)
2918 {
2910 object *force; 2919 object *force;
2911 int at; 2920 int at;
2912 2921
2913 force=get_archetype(FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2924 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2925 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2927 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2929 force->resist[at] = 100;
2921 } 2930
2922 insert_ob_in_ob(force, op); 2931 insert_ob_in_ob (force, op);
2923 fix_player(op); 2932 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2933
2934 }
2935
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2937}
2999 2938
3000 2939void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2940loot_object (object *op)
2941{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2942 object *tmp, *tmp2, *next;
3003 2943
3004 if (op->container) { /* close open sack first */ 2944 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2945
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
3009 next=tmp->below; 2948 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2949
3011 remove_ob(tmp); 2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2954 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2955
3014 loot_object(tmp); 2956 if (tmp->type == CONTAINER)
3015 } 2957 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2958
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
3018 if(tmp->nrof>1) { 2961 if (tmp->nrof > 1)
2962 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2964 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 }
2967 else
2968 tmp->destroy ();
2969 }
3022 } else 2970 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2971 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2972 }
3027} 2973}
3028 2974
3029/* 2975/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2978 * was changed.
3033 */ 2979 */
3034 2980void
3035void fix_weight(void) { 2981fix_weight (void)
3036 player *pl; 2982{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2983 for_all_players (pl)
2984 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
3039 if(old == sum) 2987 if (old == sum)
3040 continue; 2988 continue;
3041 fix_player(pl->ob); 2989 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2991 }
3045} 2992}
3046 2993
2994void
3047void fix_luck(void) { 2995fix_luck (void)
3048 player *pl; 2996{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2997 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2999 pl->ob->change_luck (0);
3052} 3000}
3053
3054 3001
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3058 */ 3005 */
3059
3060void 3006void
3061cast_dust (object * op, object * throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3062{ 3008{
3063 object *skop, *spob; 3009 object *skop, *spob;
3064 3010
3065 skop = find_skill_by_name (op, throw_ob->skill); 3011 skop = find_skill_by_name (op, throw_ob->skill);
3066 3012
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3015 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3017 return;
3073 } 3018 }
3074 3019
3075 spob = throw_ob->inv; 3020 spob = throw_ob->inv;
3076 3021
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3022 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3023 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3024 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3025 if (!spob)
3081 { 3026 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3027 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 3028 return;
3085 } 3029 }
3086 3030
3087 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3033
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3035
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3037}
3096 3038
3039void
3097void make_visible (object *op) { 3040make_visible (object *op)
3041{
3098 op->hide = 0; 3042 op->hide = 0;
3099 op->invisible = 0; 3043 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 3044 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3045 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3046 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3047 op->contr->invis_race = 0;
3048 }
3049
3050 update_object (op, UP_OBJ_CHANGE);
3051}
3052
3053int
3054is_true_undead (object *op)
3055{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3058
3116 return 0; 3059 return 0;
3117} 3060}
3118 3061
3119/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3064 * indicate greater hideability.
3122 */ 3065 */
3123 3066
3067int
3124int hideability(object *ob) { 3068hideability (object *ob)
3069{
3125 int i,level=0, mflag; 3070 int i, level = 0, mflag;
3126 sint16 x,y; 3071 sint16 x, y;
3127 3072
3128 if(!ob||!ob->map) return 0; 3073 if (!ob || !ob->map)
3074 return 0;
3129 3075
3130 /* so, on normal lighted maps, its hard to hide */ 3076 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3077 level = ob->map->darkness - 2;
3132 3078
3133 /* this also picks up whether the object is glowing. 3079 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3080 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3081 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3137 3084
3138 /* scan through all nearby squares for terrain to hide in */ 3085 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3094 level += 2;
3144 else /* open terrain! */ 3095 else /* open terrain! */
3145 level -= 1; 3096 level -= 1;
3146 } 3097 }
3147 3098
3148#if 0 3099#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3101#endif
3151 return level; 3102 return level;
3152} 3103}
3153 3104
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3105/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3106 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3107 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3109 */
3159 3110
3111void
3160void do_hidden_move (object *op) { 3112do_hidden_move (object *op)
3113{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3115 object *skop;
3163 3116
3164 if(!op || !op->map) return; 3117 if (!op || !op->map)
3118 return;
3165 3119
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3121
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3123 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3124 if (!skop || num >= skop->level)
3125 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3127 make_visible (op);
3173 return; 3128 return;
3174 } else num += 20;
3175 } 3129 }
3130 else
3131 num += 20;
3132
3176 num += op->map->difficulty; 3133 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3135 num -= hide;
3136
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3180 make_visible(op); 3139 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3140 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3142 }
3184 else if (op->type == PLAYER && skop) { 3143 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3145}
3188 3146
3189/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3190 3148
3149int
3191int stand_near_hostile( object *who ) { 3150stand_near_hostile (object *who)
3151{
3192 object *tmp=NULL; 3152 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3154 maptile *m;
3195 sint16 x,y; 3155 sint16 x, y;
3196 3156
3197 if(!who) return 0; 3157 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3158 return 0;
3159
3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3165
3166 /* search adjacent squares */
3167 for (i = 1; i < 9; i++)
3168 {
3169 x = who->x + freearr_x[i];
3170 y = who->y + freearr_y[i];
3171 m = who->map;
3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3173 /* space must be blocked if there is a monster. If not
3174 * blocked, don't need to check this space.
3175 */
3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3179 continue;
3180
3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3189 return 1;
3190 }
3191 }
3192 }
3193 return 0;
3227} 3194}
3228 3195
3229/* check the player los field for viewability of the 3196/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3197 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3198 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3206 * -b.t.
3240 * This function is now map tiling safe. 3207 * This function is now map tiling safe.
3241 */ 3208 */
3242 3209
3210int
3243int player_can_view (object *pl,object *op) { 3211player_can_view (object *pl, object *op)
3212{
3244 rv_vector rv; 3213 rv_vector rv;
3245 int dx,dy; 3214 int dx, dy;
3246 3215
3247 if(pl->type!=PLAYER) { 3216 if (pl->type != PLAYER)
3217 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3219 return -1;
3274 op = op->more;
3275 } 3220 }
3221
3222 if (!pl || !op)
3276 return 0; 3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3277} 3251}
3278 3252
3279/* routine for both players and monsters. We call this when 3253/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3254 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3255 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3256 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3257 * return 0.
3284 */ 3258 */
3259int
3285int action_makes_visible (object *op) { 3260action_makes_visible (object *op)
3261{
3286 3262
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3266 return 0;
3290 3267
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3292 3270
3293 /* If monsters, they should become visible */ 3271 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3275 return 1;
3297 } 3276 }
3298 } 3277 }
3299 return 0; 3278 return 0;
3300} 3279}
3301 3280
3302/* op_on_battleground - checks if the given object op (usually 3281/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3282 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3284 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3285 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3286 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3288 */
3289int
3310int op_on_battleground (object *op, int *x, int *y) { 3290op_on_battleground (object *op, int *x, int *y)
3291{
3311 object *tmp; 3292 object *tmp;
3312 3293
3313 /* A battleground-tile needs the following attributes to be valid: 3294 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3297 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3298 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3299 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3306 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3307 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3326 object *invtmp; 3310 object *invtmp;
3311
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3313 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3316 if (x != NULL && y != NULL)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3318 return 1;
3319 }
3320 }
3321 }
3330 if (x != NULL && y != NULL) 3322 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3324 return 1;
3333 } 3325 }
3334 } 3326 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3327 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3328 /* If we got here, did not find a battleground */
3343 return 0; 3329 return 0;
3344} 3330}
3345 3331
3346/* 3332/*
3350 * attributes: 3336 * attributes:
3351 * object *who the dragon player 3337 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3338 * int atnr the attack-number of the ability focus
3353 * int level ability level 3339 * int level ability level
3354 */ 3340 */
3341void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3342dragon_ability_gain (object *who, int atnr, int level)
3343{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3344 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3345 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3346 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3347 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3349 int i = 0, j = 0;
3362 3350
3363 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3372 3360
3373 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3374 return; 3362 return;
3375 3363
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3365
3378 3366 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3367 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3369 return;
3382 } 3370 }
3383 3371
3384 /* everything seems okay - now bring on the gift: */ 3372 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3373 item = &(tr->item->clone);
3386 3374
3387 if (item->type == SPELL) { 3375 if (item->type == SPELL)
3376 {
3388 if (check_spell_known (who, item->name)) 3377 if (check_spell_known (who, item->name))
3389 return; 3378 return;
3390 3379
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3381 do_learn_spell (who, item, 0);
3393 return; 3382 return;
3394 } 3383 }
3395 3384
3396 /* grant direct spell */ 3385 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3386 if (item->type == SPELLBOOK)
3387 {
3398 if (!item->inv) { 3388 if (!item->inv)
3389 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3391 return;
3402 } 3392 }
3403 if (check_spell_known (who, item->inv->name)) 3393 if (check_spell_known (who, item->inv->name))
3404 return; 3394 return;
3405 if (item->invisible) { 3395 if (item->invisible)
3396 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3398 do_learn_spell (who, item->inv, 0);
3408 return; 3399 return;
3409 } 3400 }
3410 } 3401 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3413 3406
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3407 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3408 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3409 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3410 * but not all of them, he gets nothing.
3418 */ 3411 */
3419 if (!(skop->attacktype & item->attacktype)) { 3412 if (!(skop->attacktype & item->attacktype))
3413 {
3420 /* Give new attacktype */ 3414 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3415 skop->attacktype |= item->attacktype;
3422 3416
3423 /* always add physical if there's none */ 3417 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3418 skop->attacktype |= AT_PHYSICAL;
3425 3419
3426 if (item->msg != NULL) 3420 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3422
3429 /* Give player new face */ 3423 /* Give player new face */
3430 if (item->animation_id) { 3424 if (item->animation_id)
3425 {
3431 who->face = skop->face; 3426 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3427 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3428 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3429 who->last_anim = 0;
3435 who->state = 0; 3430 who->state = 0;
3436 animate_object(who, who->direction); 3431 animate_object (who, who->direction);
3437 } 3432 }
3433 }
3434 }
3438 } 3435 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3436 else if (item->type == FORCE)
3437 {
3442 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3439 object *skin;
3440
3444 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3444 ;
3448 3445
3446 if (!skin)
3447 return;
3448
3449 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3453
3453 /* print message */ 3454 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3455 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3457 {
3457 if (j) 3458 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3459 {
3459 else 3460 if (j)
3460 j = 1; 3461 strcat (buf, " and ");
3462 else
3463 j = 1;
3461 strcat(buf, spellpathnames[i]); 3464 strcat (buf, spellpathnames[i]);
3462 } 3465 }
3463 } 3466 }
3464 strcat(buf,"."); 3467 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3469 }
3467 3470
3468 /* evtl. adding flags: */ 3471 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3473 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3475 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3478
3476 /* print message if there is one */ 3479 /* print message if there is one */
3477 if (item->msg != NULL) 3480 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3479 } 3484 {
3480 else {
3481 /* generate misc. treasure */ 3485 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3486 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3488 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3490 esrv_send_item (who, tmp);
3487 } 3491 }
3488} 3492}
3489 3493
3490/** 3494/**
3491 * Unready an object for a player. This function does nothing if the object was 3495 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3496 * not readied.
3493 */ 3497 */
3498void
3494void player_unready_range_ob(player *pl, object *ob) { 3499player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3496 3503
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3504 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3505 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3506
3500 if (pl->shoottype == i) { 3507 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3508 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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