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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case WAND:
124 break; 278 case ROD:
125 } 279 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 280 case BOW:
127 size+=strlen(buf); 281 case SKILL_TOOL:
128 } 282 case WEAPON:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 283 op->flag [FLAG_APPLIED] = false;
130 close_and_delete(fp, comp); 284 apply_special (ob, op, AP_APPLY);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 285 break;
167 } 286
168 strncat(news+size,buf,HUGE_BUF-size); 287 case SKILL:
169 size+=strlen(buf); 288 op->flag [FLAG_APPLIED] = false;
289 break;
170 } 290 }
171 } 291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
172 313 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 314 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 315 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}
180 316
181int playername_ok(const char *cp) { 317 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 318
185 for(;*cp!='\0';cp++) 319 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 320 ns->pl = 0;
187 return 0; 321 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 } 322 }
229 323
230 /* Clears basically the entire player structure except 324 if (ob)
231 * for next and socket. 325 ob->close_container (); //TODO: client-specific
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
235 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 346 * we deal with that below this point.
237 */ 347 */
238 p->party=NULL; 348 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 351
244#ifdef AUTOSAVE 352 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 353
246#endif 354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
247 371 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 372 ob->destroy_inv (false);
373 ob->destroy ();
249 374 }
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} 375}
301 376
302 377player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 378{
306 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
307 op->x = -1; 380 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 381}
311 382
312/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
314 * mode. 385 * mode.
315 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
316 391
317int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 393
320 p=get_player(NULL); 394 pl->ob->roll_stats ();
321 p->socket = *ns; 395 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 397
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); 398 set_first_map (pl->ob);
332 399
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; 400 return pl;
340} 401}
341 402
342/* 403/*
343 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
346 */ 407 */
408archetype *
347archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
348{ 410{
349 archetype *start = at; 411 archetype *start = at;
412
350 for (;;) { 413 for (;;)
414 {
351 if (at==NULL || at->next==NULL) 415 if (at == NULL || at->next == NULL)
352 at=first_archetype; 416 at = first_archetype;
353 else 417 else
354 at=at->next; 418 at = at->next;
419
355 if(at->clone.type==PLAYER) 420 if (at->clone.type == PLAYER)
356 return at; 421 return at;
422
357 if (at == start) { 423 if (at == start)
424 {
358 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 426 exit (-1);
360 } 427 }
361 } 428 }
362} 429}
363 430
364 431object *
365object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
366 object *op = NULL; 434 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 435 objectlink *ol;
369 unsigned lastdist; 436 unsigned lastdist;
370 rv_vector rv; 437 rv_vector rv;
371 438
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
373 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
377 */ 445 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
379 object *tmp=ol->ob; 448 object *tmp = ol->ob;
380 449
381 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 451 * itself will have been cleared.
383 */ 452 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
385 ol = ol->next; 455 ol = ol->next;
386 remove_friendly_object(tmp); 456 remove_friendly_object (tmp);
387 if (!ol) return op; 457 if (!ol)
388 } 458 return op;
459 }
389 460
390 /* Remove special check for player from this. First, it looks to cause 461 /* 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 462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 463 * 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 464 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 465 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 466 * on_same_map check, as can_detect_enemy also does this
396 */ 467 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 468 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 469 continue;
399 470
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) { 471 if (lastdist > rv.distance)
409 op=pl->ob; 472 {
473 op = ol->ob;
410 lastdist=rv.distance; 474 lastdist = rv.distance;
475 }
411 } 476 }
412 } 477
413 } 478 for_all_players (pl)
479 if (can_detect_enemy (mon, pl->ob, &rv))
480 if (lastdist > rv.distance)
481 {
482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
414#if 0 486#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 488#endif
417 return op; 489 return op;
418} 490}
419 491
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 492/* 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 493 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 494 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 508 * 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 509 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 510 * is probably not a good thing.
439 */ 511 */
440#define MAX_SPACES 50 512#define MAX_SPACES 50
441
442 513
443/* 514/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * 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 516 * 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 517 * 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. 530 * 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, 531 * 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 532 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 533 * is blocking itself.
463 */ 534 */
535int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 536path_to_player (object *mon, object *pl, unsigned mindiff)
537{
465 rv_vector rv; 538 rv_vector rv;
466 sint16 x,y; 539 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 541 maptile *m, *lastmap;
469 542
470 get_rangevector(mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
471 544
472 if (rv.distance<mindiff) return 0; 545 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; 546 return 0;
725}
726 547
727void confirm_password(object *op) { 548 x = mon->x;
549 y = mon->y;
550 m = mon->map;
551 dir = rv.direction;
552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 554
729 op->contr->write_buf[0]='\0'; 555 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 556 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 557 return 0;
732}
733 558
559 while (diff > 1 && max > 0)
560 {
561 lastx = x;
562 lasty = y;
563 lastmap = m;
564 x = lastx + freearr_x[dir];
565 y = lasty + freearr_y[dir];
566
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569
570 /* Space is blocked - try changing direction a little */
571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
574 /* recalculate direction from last good location. Possible
575 * we were not traversing ideal location before.
576 */
577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578 if (rv.direction != dir)
579 {
580 /* OK - says direction should be different - lets reset the
581 * the values so it will try again.
582 */
583 x = lastx;
584 y = lasty;
585 m = lastmap;
586 dir = firstdir = rv.direction;
587 }
588 else
589 {
590 /* direct path is blocked - try taking a side step to
591 * either the left or right.
592 * Note increase the values in the loop below to be
593 * more than -1/1 respectively will mean the monster takes
594 * bigger detour. Have to be careful about these values getting
595 * too big (3 or maybe 4 or higher) as the monster may just try
596 * stepping back and forth
597 */
598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
601 continue; /* already did this, so skip it */
602 /* Use lastdir here - otherwise,
603 * since the direction that the creature should move in
604 * may change, you could get infinite loops.
605 * ie, player is northwest, but monster can only
606 * move west, so it does that. It goes some distance,
607 * gets blocked, finds that it should move north,
608 * can't do that, but now finds it can move east, and
609 * gets back to its original point. lastdir contains
610 * the last direction the creature has successfully
611 * moved.
612 */
613
614 x = lastx + freearr_x[absdir (lastdir + i)];
615 y = lasty + freearr_y[absdir (lastdir + i)];
616 m = lastmap;
617 mflags = get_map_flags (m, &m, x, y, &x, &y);
618 if (mflags & P_OUT_OF_MAP)
619 continue;
620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
623 if (mflags & P_BLOCKSVIEW)
624 continue;
625
626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
628 }
629 /* go through entire loop without finding a valid
630 * sidestep to take - thus, no valid path.
631 */
632 if (i == (DETOUR_AMOUNT + 1))
633 return 0;
634 diff--;
635 lastdir = dir;
636 max--;
637 if (!firstdir)
638 firstdir = dir + i;
639 } /* else check alternate directions */
640 } /* if blocked */
641 else
642 {
643 /* we moved towards creature, so diff is less */
644 diff--;
645 max--;
646 lastdir = dir;
647 if (!firstdir)
648 firstdir = dir;
649 }
650
651 if (diff <= 1)
652 {
653 /* Recalculate diff (distance) because we may not have actually
654 * headed toward player for entire distance.
655 */
656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
658 }
659
660 if (diff > max)
661 return 0;
662 }
663
664 /* If we reached the max, didn't find a direction in time */
665 if (!max)
666 return 0;
667
668 return firstdir;
669}
670
671void
672give_initial_items (object *pl, treasurelist * items)
673{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678
679 for (op = pl->inv; op; op = next)
680 {
681 next = op->below;
682
683 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way
685 */
686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
687 SET_FLAG (op, FLAG_APPLIED);
688
689 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions
691 */
692 if (pl->type == PLAYER)
693 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
695 (op->type == ARMOUR || op->type == BOOTS ||
696 op->type == CLOAK || op->type == HELMET ||
697 op->type == SHIELD || op->type == GLOVES ||
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 {
700 op->destroy ();
701 continue;
702 }
703 }
704
705 /* This really needs to be better - we should really give
706 * a substitute spellbook. The problem is that we don't really
707 * have a good idea what to replace it with (need something like
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */
711 if (op->type == SPELLBOOK || op->type == SKILL)
712 {
713 object *tmp;
714
715 for (tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 {
721 op->destroy ();
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723 continue;
724 }
725
726 if (op->nrof > 1)
727 op->nrof = 1;
728 }
729
730 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734
735 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be
737 * merged properly.
738 */
739 if (need_identify (op))
740 {
741 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
746 {
747 op->destroy ();
748 continue;
749 }
750 else if (op->type == SKILL)
751 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0;
754 op->level = 1;
755 }
756 /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */
760
761 /* Need to set up the skill pointers */
762 link_player_skills (pl);
763}
764
765void
734void get_party_password(object *op, partylist *party) { 766get_party_password (object *op, partylist *party)
767{
735 if (party == NULL) { 768 if (party == NULL)
769 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 771 return;
738 } 772 }
773
739 op->contr->write_buf[0]='\0'; 774 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 778}
744
745 779
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781static int
747int roll_stat(void) { 782roll_stat (void)
783{
748 int a[4],i,j,k; 784 int a[4], i, j, k;
749 785
750 for(i=0;i<4;i++) 786 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 787 a[i] = (int) rndm (6) + 1;
752 788
753 for(i=0,j=0,k=7;i<4;i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 790 if (a[i] < k)
755 k=a[i],j=i; 791 k = a[i], j = i;
756 792
757 for(i=0,k=0;i<4;i++) { 793 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 794 if (i != j)
759 k+=a[i]; 795 k += a[i];
760 } 796
761 return k; 797 return k;
762} 798}
763 799
764void roll_stats(object *op) { 800void
801object::roll_stats ()
802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
765 int sum=0; 807 int sum = 0;
766 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
768 810
769 do { 811 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 812 break;
771 op->stats.Dex=roll_stat(); 813 }
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);
781 814
782 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 816 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;
790 817
791 /* a quick and dirty bubblesort? */ 818 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]; 819 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];
810 820
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; 821 stats.exp = 0;
822 op->stats.ac=0; 822 stats.ac = 0;
823 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
824 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
827 833
828 fix_player(op); 834 contr->orig_stats = stats;
835 }
836}
837
838void
839object::swap_stats (int a, int b)
840{
841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842
843 for (int i = 0; i < NUM_STATS; ++i)
844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
829 op->stats.hp = op->stats.maxhp; 854 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 855 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
832 op->contr->orig_stats=op->stats; 864 contr->orig_stats = stats;
865 }
833} 866}
834 867
835void Roll_Again(object *op) 868static void
869start_info (object *op)
836{ 870{
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]; 871 char buf[MAX_BUF];
845 872
846 if ( op->contr->Swap_First == -1 ) { 873 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); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 875 //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); 876 //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} 877}
954 878
955/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
959 * not the class. 883 * not the class.
960 */ 884 */
961 885void
962int key_change_class(object *op, char key) 886player::chargen_race_done ()
963{ 887{
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 */ 888 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
978 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
980 897
981 op->contr->state=ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
982 899
983 if (op->msg) { 900 if (ob->msg)
984 free_string(op->msg); 901 ob->msg = 0;
985 op->msg=NULL;
986 }
987 902
988 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
989 * to save here. 904 * 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 */ 905 */
1030 906 {
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]; 907 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); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 909 make_path_to_file (buf);
1102 next = mp->next; 910 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 911
1104 delete_map(mp); 912 start_info (ob);
1105 } 913 CLEAR_FLAG (ob, FLAG_WIZ);
1106 914 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob);
917 ob->update_stats ();
918
919 /* This moves the player to a different start map, if there
920 * is one for this race
921 */
922 if (*first_map_ext_path)
1108 } 923 {
1109 play_again(op); 924 object *tmp;
1110 return 1; 925 char mapname[MAX_BUF];
1111}
1112 926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else
938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
940
941void
942player::chargen_race_next ()
943{
944 /* Following actually changes the race - this is the default command
945 * if we don't match with one of the options above.
946 */
947
948 do
949 {
950 shstr name = ob->name;
951 int x = ob->x, y = ob->y;
952
953 ob->remove_statbonus ();
954 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob);
957 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name;
960 ob->x = x;
961 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name);
965 ob->add_statbonus ();
966 }
967 while (!allowed_class (ob));
968
969 update_object (ob, UP_OBJ_FACE);
970 esrv_update_item (UPD_FACE, ob, ob);
971 ob->update_stats ();
972 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0;
975}
976
977void
1113void flee_player(object *op) { 978flee_player (object *op)
979{
1114 int dir,diff; 980 int dir, diff;
1115 rv_vector rv; 981 rv_vector rv;
1116 982
1117 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 987 return;
1121 } 988 }
1122 989
1123 if(op->enemy==NULL) { 990 if (op->enemy == NULL)
991 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 992 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 993 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 994 return;
1127 } 995 }
1128 996
1129 /* Seen some crashes here. Since we don't store an 997 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 998 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 999 * actual enemy, and the object is recycled.
1132 */ 1000 */
1133 if (op->enemy->map == NULL) { 1001 if (op->enemy->map == NULL)
1002 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1004 op->enemy = NULL;
1136 return; 1005 return;
1137 } 1006 }
1138 1007
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1140 op->enemy=NULL; 1010 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1012 return;
1143 } 1013 }
1014
1144 get_rangevector(op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1145 1016
1146 dir=absdir(4+rv.direction); 1017 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1018 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 } 1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1154 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1028 op->enemy = NULL;
1157} 1029}
1158
1159 1030
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* 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 1032 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1033 * stop.
1163 */ 1034 */
1035int
1164int check_pick(object *op) { 1036check_pick (object *op)
1037{
1165 object *tmp, *next; 1038 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1039 int stop = 0;
1168 int j, k, wvratio; 1040 int wvratio;
1169 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1170
1171 1042
1172 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1174 return 1; 1045 return 1;
1175 1046
1176 op_tag = op->count;
1177
1178 next = op->below; 1047 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1048
1182 /* loop while there are items on the floor that are not marked as 1049 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1050 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1185 { 1052 {
1186 tmp = next; 1053 tmp = next;
1187 next = tmp->below; 1054 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1055
1191 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1192 return 0; 1057 return 0;
1193 1058
1194 if ( ! can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1195 continue; 1060 continue;
1196 1061
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1063 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1064 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1065 pick_up (op, tmp);
1201 continue; 1066 continue;
1202 } 1067 }
1203 1068
1204 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1206 switch (op->contr->mode) { 1072 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1073 {
1208 case 1: pick_up (op, tmp); 1074 case 0:
1209 return 1; 1075 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1076 case 1:
1211 return 0; 1077 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1078 return 1;
1213 case 4: pick_up (op, tmp); 1079 case 2:
1214 break; 1080 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1081 return 0;
1216 stop = 1; 1082 case 3:
1217 break; 1083 return 0; /* stop before pickup */
1218 case 6: 1084 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1085 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1086 break;
1221 pick_up(op, tmp); 1087 case 5:
1222 break; 1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 pick_up (op, tmp);
1094 break;
1223 1095
1224 case 7: 1096 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1097 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1098 pick_up (op, tmp);
1227 break; 1099 break;
1228 1100
1229 default: 1101 default:
1230 /* use value density */ 1102 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1105 pick_up (op, tmp);
1234 >= op->contr->mode) 1106 }
1235 pick_up(op,tmp); 1107 }
1236 } 1108 else
1237 } 1109 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1110 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1111 if (op->contr->mode & PU_DEBUG)
1241 { 1112 {
1242 /* some debugging code to figure out item information */ 1113 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1114 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1116 &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)))); 1117 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1119 &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)))); 1120
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1252 1123
1253 sprintf(putstring,"...flags: "); 1124 /* philosophy:
1254 for(k=0;k<4;k++) 1125 * It's easy to grab an item type from a pile, as long as it's
1255 { 1126 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1127 * and selections, select-items should be used. This is a
1257 { 1128 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1129 * example.
1259 { 1130 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1131 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1132 * convert to decimal and then 'pickup <#>
1262 } 1133 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1267#if 0 1360#if 0
1268 /* print the flags too */ 1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1362 if (tmp->name != NULL)
1270 { 1363 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1364 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1365 }
1273 { 1366 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1367 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1368 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1369 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 1370#endif
1371 continue;
1372 }
1373 }
1374 } /* the new pickup model */
1280 } 1375 }
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 1376
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; 1377 return !stop;
1444} 1378}
1445 1379
1446/* 1380/*
1447 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1382 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1383 * found object is returned.
1450 */ 1384 */
1385object *
1451object *find_arrow(object *op, const char *type) 1386find_arrow (object *op, const char *type)
1452{ 1387{
1453 object *tmp = NULL; 1388 object *tmp = 0;
1454 1389
1455 for(op=op->inv; op; op=op->below) 1390 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1391 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); 1392 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1393 else if (op->type == ARROW && op->race == type)
1460 return op; 1394 return op;
1395
1461 return tmp; 1396 return tmp;
1462} 1397}
1463 1398
1464/* 1399/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * 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 1401 * 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 1402 * 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. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1404 */
1470 1405object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1407{
1473 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1475 1410
1476 if (!type) 1411 if (!type)
1477 return NULL; 1412 return NULL;
1478 1413
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1415 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1417 {
1418 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1419 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1420 if (i > betterby)
1485 tmp = ntmp; 1421 {
1486 betterby = i; 1422 tmp = ntmp;
1487 } 1423 betterby = i;
1424 }
1425 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1489 /* allways prefer assasination/slaying */ 1428 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1430 {
1492 if (arrow->attacktype & AT_DEATH) { 1431 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1432 {
1494 return arrow; 1433 *better = 100;
1495 } else { 1434 return arrow;
1496 tmp = arrow; 1435 }
1436 else
1437 {
1438 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1440 }
1499 } else { 1441 }
1442 else
1443 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 {
1501 attacktype = 1<<attacknum; 1446 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1447 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) { 1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1449 {
1450 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1452 }
1507 } 1453 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1455 {
1456 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1457 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1458 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1460 {
1461 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1462 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1463 }
1464 }
1465 }
1516 } 1466 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1467 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1468 return find_arrow (op, type);
1521 1469
1522 *better = betterby; 1470 *better = betterby;
1523 return tmp; 1471 return tmp;
1524} 1472}
1525 1473
1526/* looks in a given direction, finds the first valid target, and calls 1474/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1476 * op = the shooter
1529 * type = bow->race 1477 * type = bow->race
1530 * dir = fire direction 1478 * dir = fire direction
1531 */ 1479 */
1532 1480object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1534{ 1482{
1535 object *tmp = NULL; 1483 object *tmp = NULL;
1536 mapstruct *m; 1484 maptile *m;
1537 int i, mflags, found, number; 1485 int i, mflags, found, number;
1538 sint16 x, y; 1486 sint16 x, y;
1539 1487
1540 if (op->map == NULL) 1488 if (op->map == NULL)
1541 return find_arrow(op, type); 1489 return find_arrow (op, type);
1542 1490
1543 /* do a dex check */ 1491 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1492 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))) 1493 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1494 return find_arrow (op, type);
1547 1495
1548 m = op->map; 1496 m = op->map;
1549 x = op->x; 1497 x = op->x;
1550 y = op->y; 1498 y = op->y;
1551 1499
1552 /* find the first target */ 1500 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1554 x += freearr_x[dir]; 1503 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1504 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1558 tmp = NULL; 1508 tmp = NULL;
1559 break; 1509 break;
1510 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1514 * perhaps a bad assumption.
1563 */ 1515 */
1564 tmp = NULL; 1516 tmp = NULL;
1565 break; 1517 break;
1566 } 1518 }
1567 if (mflags & P_IS_ALIVE) { 1519 if (mflags & P_IS_ALIVE)
1520 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1523 {
1571 break; 1524 found++;
1572 } 1525 break;
1526 }
1573 if (found) 1527 if (found)
1574 break; 1528 break;
1575 } 1529 }
1576 } 1530 }
1577 if (tmp == NULL) 1531 if (tmp == NULL)
1578 return find_arrow(op, type); 1532 return find_arrow (op, type);
1579 1533
1580 if (tmp->head) 1534 if (tmp->head)
1581 tmp = tmp->head; 1535 tmp = tmp->head;
1582 1536
1583 return find_better_arrow(op, tmp, type, &i); 1537 return find_better_arrow (op, tmp, type, &i);
1584} 1538}
1585 1539
1586/* 1540/*
1587 * Creature fires a bow - op can be monster or player. Returns 1541 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1542 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1545 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1546 * 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 1547 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1548 * player fire modes.
1595 */ 1549 */
1550int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1552{
1599 object *left, *bow; 1553 object *left, *bow;
1600 tag_t left_tag, tag; 1554 int mflags;
1601 int bowspeed, mflags; 1555 maptile *m;
1602 mapstruct *m;
1603 1556
1604 if (!dir) { 1557 if (!dir)
1558 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1607 } 1566 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* 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. 1569 * don't need to switch back and forth between bows and weapons.
1614 */ 1570 */
1615 if(bow->type==BOW) 1571 if (bow->type == BOW)
1616 break; 1572 break;
1617 1573
1618 if (!bow) { 1574 if (!bow)
1575 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1577 return 0;
1621 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1622 } 1587 }
1588
1623 if( !bow->race || !bow->skill) { 1589 if (!bow->race || !bow->skill)
1590 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1592 return 0;
1626 } 1593 }
1627 1594
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) { 1595 if (arrow == NULL)
1596 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1638 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 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 */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1602 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1644 return 0; 1605 return 0;
1645 } 1606 }
1646 } 1607 }
1608
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1610 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1611 return 0;
1650 } 1612
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1616 return 0;
1654 } 1617 }
1655 1618
1656 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1620 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1621 {
1622 arrow->destroy ();
1623 return 0;
1624 }
1662 1625
1663 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1628 if (!arrow)
1629 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1631 return 0;
1669 return 0;
1670 } 1632 }
1671 set_owner(arrow, op); 1633
1672 if (arrow->skill) free_string(arrow->skill); 1634 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1635 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1636 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1637
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 */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1641
1688 if (arrow->slaying != NULL) 1642 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1690 1644
1691 /* Note that this was different for monsters - they got their level 1645 if (player *pl = op->contr)
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694 1646 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 if (!pl->has_hit)
1696 0 : dam_bonus[op->stats.Str]) + 1648 {
1697 bow->stats.dam + bow->magic + arrow->magic; 1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1698 1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1699 /* update the speed */ 1667 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1668 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]) + 1669 + bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1670
1705 if (arrow->speed < 1.0) 1671 arrow->set_speed (max (arrow->speed, 2.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1709 1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1710 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1677 {
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; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1679 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1721 arrow->level = op->level; 1688 arrow->level = op->level;
1722 } 1689 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1724 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1695 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1696
1728 arrow->map = m; 1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1703
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1706
1736 if (!was_destroyed(arrow, tag)) 1707 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1708 move_arrow (arrow);
1738 1709
1739 if (op->type == PLAYER) { 1710 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1711 {
1712 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1742 else 1714 else
1743 esrv_send_item(op, left); 1715 esrv_send_item (op, left);
1744 } 1716 }
1717
1745 return 1; 1718 return 1;
1746} 1719}
1747 1720
1748/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1722 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1723 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1724 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1725 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1726 * hence the function name.
1754 */ 1727 */
1728int
1755int player_fire_bow(object *op, int dir) 1729player_fire_bow (object *op, int dir)
1756{ 1730{
1757 int ret=0, wcmod=0; 1731 int ret = 0, wcmod = 0;
1758 1732
1759 if (op->contr->bowtype == bow_bestarrow) { 1733 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1734 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1735 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); 1736 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1740 wcmod = -1;
1741
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1743 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 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)]); 1747 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)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1752 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); 1753 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); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1755 }
1777 } else { 1756 else
1757 {
1778 /* Simple case */ 1758 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1760 }
1761
1781 return ret; 1762 return ret;
1782} 1763}
1783
1784 1764
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1787 */ 1767 */
1768void
1788void fire_misc_object(object *op, int dir) 1769fire_misc_object (object *op, int dir)
1789{ 1770{
1790 object *item; 1771 object *item = op->contr->ranged_ob;
1791 1772
1792 if (!op->contr->ranges[range_misc]) { 1773 if (!item)
1774 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1776 return;
1795 } 1777 }
1796 1778
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1779 if (!item->inv)
1780 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1782 return;
1801 } 1783 }
1802 if (item->type == WAND) { 1784
1803 if(item->stats.food<=0) { 1785 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; 1786 return;
1807 } 1787
1788 if (item->type == WAND)
1789 {
1790 if (item->stats.food <= 0)
1791 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1795 return;
1796 }
1797 }
1808 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1811 if (item->type== ROD) 1804 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1805 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)); 1806 else
1814 else 1807 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, 1808
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1809 return;
1818 } 1810 }
1819 } 1811 }
1820 1812
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1816 if (item->type == WAND)
1817 {
1824 if (!(--item->stats.food)) { 1818 if (!(--item->stats.food))
1825 object *tmp; 1819 {
1826 if (item->arch) { 1820 object *tmp;
1821
1822 if (item->arch)
1823 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1829 item->speed = 0; 1826 item->set_speed (0);
1830 update_ob_speed(item); 1827 }
1831 } 1828
1832 if ((tmp=is_player_inv(item))) 1829 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1831 }
1835 } 1832 }
1836 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1834 drain_rod_charge (item);
1838 }
1839 } 1835 }
1840} 1836}
1841 1837
1842/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1843 */ 1839 */
1840void
1844void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1845 int spellcost=0; 1843 int spellcost = 0;
1846 1844
1847 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1849 1848
1850 switch(op->contr->shoottype) { 1849 player *pl = op->contr;
1851 case range_none: 1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1852 return; 1860 return;
1853 1861
1854 case range_bow: 1862 if (!op->change_weapon (ob))
1855 player_fire_bow(op, dir);
1856 return; 1863 return;
1857 1864
1858 case range_magic: /* Casting spells */ 1865 switch (ob->type)
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1866 {
1860 return; 1867 case BOW:
1868 player_fire_bow (op, dir);
1869 break;
1861 1870
1862 case range_misc: 1871 case SPELL:
1863 fire_misc_object(op, dir); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864 return; 1873 break;
1865 1874
1866 case range_golem: /* Control summoned monsters from scrolls */ 1875 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 ); 1876 apply_map_builder (op, dir);
1887 return; 1877 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1894 1882
1883 default:
1884 fire_misc_object (op, dir);
1885 break;
1886 }
1887}
1895 1888
1896/* find_key 1889/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1890 * 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 1891 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1894 * pl is the player,
1902 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1905 */ 1898 */
1906 1899object *
1907object * find_key(object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1908{ 1901{
1909 object *tmp,*key; 1902 object *tmp, *key;
1910 1903
1911 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1905 if (!container->inv)
1906 return 0;
1913 1907
1914 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1917 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1919 */ 1915 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1917 break;
1922 } 1918 }
1919
1923 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1921 /* 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 1922 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1923 * a key, return
1927 */ 1924 */
1928 if (!tmp) { 1925 if (!tmp)
1926 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1930 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1931 {
1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1934 }
1935 }
1936
1937 if (!tmp)
1938 return NULL;
1933 } 1939 }
1934 } 1940
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1941 /* 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 1942 * see if we actually want to use it
1939 */ 1943 */
1940 if (pl!=container) { 1944 if (pl != container)
1945 {
1941 /* Only let players use keys in containers */ 1946 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1947 if (!pl->contr)
1948 return NULL;
1943 /* cases where this fails: 1949 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1950 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1951 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1952 * If the container is not active, return now since only active
1947 * containers can be used. 1953 * containers can be used.
1948 * If we only search keyrings and the container does not have 1954 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1955 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1956 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1957 * inv must have been an container and must have been active.
1952 * 1958 *
1953 * Change the color so that the message doesn't disappear with 1959 * Change the color so that the message doesn't disappear with
1954 * all the others. 1960 * all the others.
1955 */ 1961 */
1956 if (pl->contr->usekeys == key_inventory || 1962 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1965 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1967 "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; 1968 return NULL;
1965 } 1969 }
1966 } 1970 }
1971
1967 return tmp; 1972 return tmp;
1968} 1973}
1969 1974
1970/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1977 * such that the caller should not do anything more,
1973 * 0 otherwise 1978 * 0 otherwise
1974 */ 1979 */
1980static int
1975static int player_attack_door(object *op, object *door) 1981player_attack_door (object *op, object *door)
1976{ 1982{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* 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 - 1984 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
1981 */ 1986 */
1982 object *key=find_key(op, op, door); 1987 object *key = find_key (op, op, door);
1983 1988
1984 /* IF we found a key, do some extra work */ 1989 /* IF we found a key, do some extra work */
1985 if (key) { 1990 if (key)
1991 {
1986 object *container=key->env; 1992 object *container = key->env;
1987 1993
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000 spring_trap (door->inv, op);
2001
1991 if (door->type == DOOR) { 2002 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1996 "You open the door with the %s", query_short_name(key)); 2006 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 ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2008 }
2009
1999 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2002 if (container != op) 2013 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2004 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2017 }
2005 } else if (door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
2019 {
2006 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2022 return 1;
2009 } 2023 }
2024
2010 return 0; 2025 return 0;
2011} 2026}
2012 2027
2013/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2018 */ 2033 */
2019 2034void
2020void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2021{ 2036{
2022 object *tmp, *mon, *tpl; 2037 object *tmp, *mon;
2023 sint16 nx, ny;
2024 int on_battleground; 2038 int on_battleground;
2025 mapstruct *m; 2039 maptile *m;
2026 2040
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2031 2043
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2033 2045
2034 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2053 * move_ob uses.
2042 */ 2054 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2055 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 2056 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2057 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");*/ 2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2067 return;
2053 }
2054 2068
2055 mon = NULL; 2069 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* 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. 2071 * 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 2072 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2073 * on the space
2060 */ 2074 */
2061 while (tmp!=NULL) { 2075 while (tmp)
2076 {
2062 if (tmp == op) { 2077 if (tmp == op)
2063 tmp=tmp->above; 2078 {
2064 continue; 2079 tmp = tmp->above;
2065 } 2080 continue;
2081 }
2082
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2084 {
2068 break; 2085 mon = tmp;
2069 } 2086 break;
2087 }
2088
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2090 mon = tmp;
2091
2072 tmp=tmp->above; 2092 tmp = tmp->above;
2073 } 2093 }
2074 2094
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2096 return; /* into a wall */
2077 2097
2078 if(mon->head != NULL) 2098 if (mon->head)
2079 mon = mon->head; 2099 mon = mon->head;
2080 2100
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2102 if (player_attack_door (op, mon))
2103 return;
2083 2104
2084 /* The following deals with possibly attacking peaceful 2105 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2106 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2107 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2108 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2109 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2110 * and thus will not push them.
2090 */ 2111 */
2091 2112
2092 /* If the creature is a pet, push it even if the player is not 2113 /* 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 2114 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2095 */ 2116 */
2096 if ((op->type==PLAYER) 2117 if (op->type == PLAYER
2097#if COZY_SERVER 2118 && ((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)) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2120 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2122 {
2109 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2124 if (op->contr->braced)
2125 return;
2126
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2128 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2114 return; 2132 return;
2115 } 2133 }
2116 2134
2117 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2138 * attack them either.
2121 */ 2139 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2141 && (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 && 2142 && ((op->contr->peaceful
2129#endif 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2130 !on_battleground 2144 && !on_battleground))
2145 {
2146 if (!op->contr->braced)
2131 )) { 2147 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2149 push_ob (mon, dir, op);
2135 } else { 2150 }
2151 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2141 /* If the object is a boulder or other rollable object, then 2158 /* 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. 2159 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2160 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2145 recursive_roll(mon,dir,op); 2163 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2164 if (action_makes_visible (op))
2147 } 2165 make_visible (op);
2166 }
2148 2167
2149 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2173 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2176 {
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) { 2177 if (!op->contr->has_hit)
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2167 2182
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); 2183 skill_attack (mon, op, 0, 0, 0);
2172 2184
2173 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2188 * the wiz.
2177 */ 2189 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2190 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)) { 2191 {
2180 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2193
2181 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2184 } 2197 }
2185 if(action_makes_visible(op)) make_visible(op); 2198
2186 } 2199 if (action_makes_visible (op))
2200 make_visible (op);
2201 }
2187 } /* if player should attack something */ 2202 } /* if player should attack something */
2188} 2203}
2189 2204
2205int
2190int move_player(object *op,int dir) { 2206move_player (object *op, int dir)
2207{
2191 int pick; 2208 int pick;
2192 object *transport = op->contr->transport;
2193 2209
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2210 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; 2211 return 0;
2212
2213 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9))
2215 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0;
2218 }
2219
2220 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223
2224 op->facing = dir;
2225
2226 if (op->hide)
2227 do_hidden_move (op);
2228
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ;
2231 else if (op->contr->fire_on)
2232 fire (op, dir);
2233 else
2234 {
2235 move_player_attack (op, dir);
2236 pick = check_pick (op);
2237 }
2238
2239 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing.
2241 */
2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 op->direction = dir;
2244 else
2245 op->direction = 0;
2246
2247 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities
2249 * for players.
2250 */
2251 animate_object (op, op->facing);
2252 return 0;
2256} 2253}
2257 2254
2258/* This is similar to handle_player, below, but is only used by the 2255/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2256 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2257 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2258 * the new speed values for commands.
2262 * 2259 *
2263 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2264 */ 2261 */
2262int
2265int handle_newcs_player(object *op) 2263handle_newcs_player (object *op)
2266{ 2264{
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)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2284 flee_player(op); 2267 flee_player (op);
2268
2285 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (op->flag [FLAG_SCARED])
2287 op->speed_left--; 2271 {
2272 --op->speed_left;
2288 return 0; 2273 return 0;
2289 } 2274 }
2290 } 2275 }
2291 2276
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 2277 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2279 * called, so we recheck it here.
2307 */ 2280 */
2308 HandleClient(&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2282 return 1;
2310 2283
2284 if (op->speed_left > 0.f)
2285 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2312 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2289 --op->speed_left;
2314 2290
2315 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2318 */ 2294 */
2319 move_player(op, op->direction); 2295 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2296
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2321 else return 0; 2301 return 0;
2322 } 2302}
2303
2304int
2305save_life (object *op)
2306{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2308 return 0;
2324}
2325 2309
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) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2315
2337 query_name(tmp));
2338 if (op->contr) 2316 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2318
2341 free_object(tmp); 2319 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2343 if(op->stats.hp<0) 2322 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2345 if(op->stats.food<0) 2325 if (op->stats.food < 0)
2346 op->stats.food = 999; 2326 op->stats.food = 999;
2347 fix_player(op); 2327
2328 op->update_stats ();
2348 return 1; 2329 return 1;
2349 } 2330 }
2331
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2335 return 0;
2354} 2336}
2355 2337
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2338/* 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 2339 * 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 2340 * function will descend into containers. op is the object to start the search
2359 * from. 2341 * from.
2360 */ 2342 */
2343void
2361void remove_unpaid_objects(object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2362{ 2345{
2363 object *next;
2364
2365 while (op) { 2346 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2347 {
2367 * we remove object 'op' 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2349
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2351 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2353 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 2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362}
2382 2363
2383/* 2364/*
2384 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2368 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2369 * but there isn't one in the server directory.
2389 */ 2370 */
2371char *
2390char *gravestone_text (object *op) 2372gravestone_text (object *op)
2391{ 2373{
2392 static char buf2[MAX_BUF]; 2374 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2375 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2376 time_t now = time (NULL);
2395 2377
2396 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2381 else
2400 sprintf (buf, "%s\n", op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2385 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2388 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2392 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2393 if (op->type == PLAYER)
2394 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2397 strcat (buf2, buf);
2413 } 2398 }
2399
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2417 return buf2; 2404 return buf2;
2418} 2405}
2419 2406
2420 2407void
2421
2422void do_some_living(object *op) { 2408do_some_living (object *op)
2409{
2423 int last_food=op->stats.food; 2410 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2411 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2412 int over_hp, over_sp, over_grace;
2426 int i; 2413 int i;
2427 int rate_hp = 1200; 2414 int rate_hp = 1200;
2428 int rate_sp = 2500; 2415 int rate_sp = 2500;
2429 int rate_grace = 2000; 2416 int rate_grace = 2000;
2430 const int max_hp = 1; 2417 const int max_hp = 1;
2431 const int max_sp = 1; 2418 const int max_sp = 1;
2432 const int max_grace = 1; 2419 const int max_grace = 1;
2433 2420
2434 if (op->contr->outputs_sync) { 2421 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2422 {
2436 if (op->contr->outputs[i].buf!=NULL && 2423 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2424 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2439 } 2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2440 2439
2441 if(op->contr->state==ST_PLAYING) { 2440 if (op->contr->ns->state == ST_PLAYING)
2442 2441 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2443 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) 2444 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2446 else
2447 {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 }
2451
2452 if (op->contr->gen_sp >= 0)
2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else
2455 {
2456 gen_sp = op->stats.maxsp;
2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2458 }
2459
2460 if (op->contr->gen_grace >= 0)
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else
2463 {
2464 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 /* wearing stuff doesn't detract from grace generation. */
2536 }
2537
2538 /* Regenerate Hit Points */
2539 if (--op->last_heal < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2543 op->stats.hp++;
2544 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573
2574 /* Digestion */
2575 if (--op->last_eat < 0)
2576 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2578
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2581 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2561 /* dms do not consume food */ 2584 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2586 op->stats.food--;
2564 } 2587 }
2565 2588
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2590 {
2591 object *tmp, *flesh = 0;
2568 2592
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2602 break;
2576 } 2603 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2605 flesh = tmp;
2579 } /* end of for loop */ 2606 } /* End if paid for object */
2607 } /* end of for loop */
2608
2580 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2610 * eat flesh instead.
2582 */ 2611 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2586 } 2616 }
2587 } /* end if player is starving */ 2617 }
2588 2618
2589 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2591 2621
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2623 kill_player (op);
2624 }
2594} 2625}
2595
2596
2597 2626
2598/* If the player should die (lack of hp, food, etc), we call this. 2627/* 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 2628 * 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 2629 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2630 * file.
2602 */ 2631 */
2632void
2603void kill_player(object *op) 2633kill_player (object *op)
2604{ 2634{
2605 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2606 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2608 int z; 2641 /* int z;
2609 int num_stats_lose; 2642 int num_stats_lose;
2610 int lost_a_stat; 2643 int lost_a_stat;
2611 int lose_this_stat; 2644 int lose_this_stat;
2612 int this_stat; 2645 int this_stat; */
2613 int will_kill_again; 2646 int will_kill_again;
2614 archetype *at; 2647 archetype *at;
2615 object *tmp; 2648 object *tmp;
2616 2649
2617 if(save_life(op)) 2650 if (save_life (op))
2618 return; 2651 return;
2619 2652
2620 2653
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2654 /* 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. 2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2657 */
2625 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2627 "You have been defeated in combat!"); 2660 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, 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2662
2630
2631 /* restore player */ 2663 /* restore player */
2632 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2666 {
2635 remove_ob(tmp); 2667 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2669 }
2639 2670
2640 at = find_archetype("confusion"); 2671 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2673 {
2643 remove_ob(tmp); 2674 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2676 }
2647 2677
2648 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2651 2681 op->stats.food = 999;
2682
2652 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2685 {
2656 sprintf(buf,"%s's finger",op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2687 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2691 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2692 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2693 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2694 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 2695 }
2696
2669 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2699 op->contr->braced = 0;
2672 return; 2700 return;
2673 } 2701 }
2674 2702
2675 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2676 2704
2677 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2678 2706
2679 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2688 } 2711 }
2689 else { 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
2697 } 2714
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2716
2700 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2702 2721
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2723 * 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. 2724 * See the config.h file for a little more in depth detail about this.
2708 */ 2725 */
2709 2726
2710 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2729 * of death.
2713 */ 2730 */
2714#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2716 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2736 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2739 little bit harder. */
2722 /* GD */ 2740 /* GD */
2723 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2742 num_stats_lose = 1;
2725 else 2743 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2745 }
2746 else
2728 num_stats_lose = 1; 2747 num_stats_lose = 1;
2729 } 2748
2730 lost_a_stat = 0; 2749 lost_a_stat = 0;
2731 2750
2732 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2733 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2734 2754
2735 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2736 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2758 * what he lost.
2738 */ 2759 */
2739 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2765 lost_a_stat = 1;
2745 } else { 2766 }
2767 else
2768 {
2746 /* deplete a stat */ 2769 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2749 2775 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2777 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 2778 }
2783 if (lose_this_stat) { 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
2781 {
2782 /* GD */
2783 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2785 if (this_stat < 0)
2786 {
2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2788 int keep_chance = this_stat * this_stat;
2789
2790 /* Yes, I am paranoid. Sue me. */
2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2797 lose_this_stat = 0;
2798 /* Take loss chance vs keep chance to see if we
2799 retain the stat. */
2800 }
2801 else
2802 {
2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2808 }
2809 }
2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2815 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2816 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2817 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2818 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2819 * difference.
2790 */ 2820 */
2791 if (this_stat>=-50) { 2821 if (this_stat >= -50)
2822 {
2792 change_attr_value(&(dep->stats), i, -1); 2823 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2824 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2826 op->update_stats ();
2796 lost_a_stat = 1; 2827 lost_a_stat = 1;
2797 } 2828 }
2798 } 2829 }
2830 }
2799 } 2831 }
2800 }
2801 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2833 if (!lost_a_stat)
2803 { 2834 {
2804 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2836 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2837 const char *god = determine_god (op);
2838
2807 if (god && (strcmp(god, "none"))) 2839 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 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" 2841 else
2810 " you.", god); 2842 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 } 2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2846#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 2847
2819 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2849 * exp loss on the stone.
2821 */ 2850 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2853 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2855 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2856 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" 2857 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; 2858 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2860
2836 /**************************************/ 2861 /**************************************/
2837 /* */ 2862 /* */
2838 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2841 /* */ 2866 /* */
2842 /**************************************/ 2867 /**************************************/
2843 2868
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2870 /* restore player */
2846 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2873
2848 if (tmp) { 2874 if (tmp)
2849 remove_ob(tmp); 2875 {
2850 free_object(tmp); 2876 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2878 }
2853 2879
2854 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2882 if (tmp)
2857 remove_ob(tmp); 2883 {
2858 free_object(tmp); 2884 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2886 }
2887
2861 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2862 2889
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2897
2870 /* 2898 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2899 * 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 2900 * and put them back in the map.
2873 * in the map. 2901 */
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); 2902 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2903
2884 /****************************************/ 2904 /****************************************/
2885 /* */ 2905 /* */
2886 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2888 /* */ 2908 /* */
2889 /****************************************/ 2909 /****************************************/
2890 2910
2891 enter_player_savebed(op); 2911 enter_player_savebed (op);
2892 2912
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2913 op->contr->braced = 0;
2897 save_player(op,1);
2898 2914
2899 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2918 * on the space that might harm the player.
2903 */ 2919 */
2904 will_kill_again=0; 2920 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2908 } 2924
2909 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2910 object *force; 2927 object *force;
2911 int at; 2928 int at;
2912 2929
2913 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2932 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2933 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2937 force->resist[at] = 100;
2921 } 2938
2922 insert_ob_in_ob(force, op); 2939 insert_ob_in_ob (force, op);
2923 fix_player(op); 2940 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2941
2942 }
2943
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2944 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} 2945}
2999 2946
3000 2947void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2948loot_object (object *op)
2949{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2950 object *tmp, *tmp2, *next;
3003 2951
3004 if (op->container) { /* close open sack first */ 2952 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2953
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
3009 next=tmp->below; 2956 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2957
3011 remove_ob(tmp); 2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2962 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2963
3014 loot_object(tmp); 2964 if (tmp->type == CONTAINER)
3015 } 2965 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2966
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
3018 if(tmp->nrof>1) { 2969 if (tmp->nrof > 1)
2970 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2972 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 }
2975 else
2976 tmp->destroy ();
2977 }
3022 } else 2978 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2980 }
3027} 2981}
3028 2982
3029/* 2983/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2986 * was changed.
3033 */ 2987 */
3034 2988void
3035void fix_weight(void) { 2989fix_weight (void)
3036 player *pl; 2990{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
3039 if(old == sum) 2995 if (old == sum)
3040 continue; 2996 continue;
3041 fix_player(pl->ob); 2997 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2999 }
3045} 3000}
3046 3001
3002void
3047void fix_luck(void) { 3003fix_luck (void)
3048 player *pl; 3004{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3052} 3008}
3053
3054 3009
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3058 */ 3013 */
3059
3060void 3014void
3061cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3062{ 3016{
3063 object *skop, *spob; 3017 object *skop, *spob;
3064 3018
3065 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3066 3020
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3023 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3025 return;
3073 } 3026 }
3074 3027
3075 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3076 3029
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3030 // 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 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3033 if (!spob)
3081 { 3034 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 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; 3036 return;
3085 } 3037 }
3086 3038
3087 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3041
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3043
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3045}
3096 3046
3047void
3097void make_visible (object *op) { 3048make_visible (object *op)
3049{
3098 op->hide = 0; 3050 op->hide = 0;
3099 op->invisible = 0; 3051 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) 3052 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3053 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3054 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3055 op->contr->invis_race = 0;
3056 }
3057
3058 update_object (op, UP_OBJ_CHANGE);
3059}
3060
3061int
3062is_true_undead (object *op)
3063{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3066
3116 return 0; 3067 return 0;
3117} 3068}
3118 3069
3119/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3072 * indicate greater hideability.
3122 */ 3073 */
3123 3074
3075int
3124int hideability(object *ob) { 3076hideability (object *ob)
3077{
3125 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3126 sint16 x,y; 3079 sint16 x, y;
3127 3080
3128 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3129 3083
3130 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3132 3086
3133 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3088 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3137 3092
3138 /* scan through all nearby squares for terrain to hide in */ 3093 /* 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]) { 3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3102 level += 2;
3144 else /* open terrain! */ 3103 else /* open terrain! */
3145 level -= 1; 3104 level -= 1;
3146 } 3105 }
3147 3106
3148#if 0 3107#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3109#endif
3151 return level; 3110 return level;
3152} 3111}
3153 3112
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3117 */
3159 3118
3119void
3160void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3123 object *skop;
3163 3124
3164 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3165 3127
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3129
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3135 make_visible (op);
3173 return; 3136 return;
3174 } else num += 20;
3175 } 3137 }
3138 else
3139 num += 20;
3140
3176 num += op->map->difficulty; 3141 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3143 num -= hide;
3144
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3180 make_visible(op); 3147 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3148 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3150 }
3184 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3153}
3188 3154
3189/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3190 3156
3157int
3191int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3192 object *tmp=NULL; 3160 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3162 maptile *m;
3195 sint16 x,y; 3163 sint16 x, y;
3196 3164
3197 if(!who) return 0; 3165 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; 3166 return 0;
3167
3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3173
3174 /* search adjacent squares */
3175 for (i = 1; i < 9; i++)
3176 {
3177 x = who->x + freearr_x[i];
3178 y = who->y + freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3187 continue;
3188
3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if (tmp->type == PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0;
3227} 3202}
3228 3203
3229/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3206 * 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. 3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3214 * -b.t.
3240 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3241 */ 3216 */
3242 3217
3218int
3243int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3244 rv_vector rv; 3221 rv_vector rv;
3245 int dx,dy; 3222 int dx, dy;
3246 3223
3247 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 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; 3227 return -1;
3274 op = op->more;
3275 } 3228 }
3229
3230 if (!pl || !op)
3276 return 0; 3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3277} 3259}
3278 3260
3279/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3265 * return 0.
3284 */ 3266 */
3267int
3285int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3286 3270
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3274 return 0;
3290 3275
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3292 3278
3293 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3283 return 1;
3297 } 3284 }
3298 } 3285 }
3299 return 0; 3286 return 0;
3300} 3287}
3301 3288
3302/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3292 * -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 3293 * 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 3294 * 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 3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3296 */
3297int
3310int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3311 object *tmp; 3300 object *tmp;
3312 3301
3313 /* A battleground-tile needs the following attributes to be valid: 3302 /* 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), 3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3326 object *invtmp; 3318 object *invtmp;
3319
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3324 if (x != NULL && y != NULL)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3326 return 1;
3327 }
3328 }
3329 }
3330 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3332 return 1;
3333 } 3333 }
3334 } 3334 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3335 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3343 return 0; 3337 return 0;
3344} 3338}
3345 3339
3346/* 3340/*
3350 * attributes: 3344 * attributes:
3351 * object *who the dragon player 3345 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3353 * int level ability level 3347 * int level ability level
3354 */ 3348 */
3349void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3357 int i = 0, j = 0;
3362 3358
3363 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3372 3368
3373 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3374 return; 3370 return;
3375 3371
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3373
3378 3374 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3375 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3377 return;
3382 } 3378 }
3383 3379
3384 /* everything seems okay - now bring on the gift: */ 3380 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3381 item = &(tr->item->clone);
3386 3382
3387 if (item->type == SPELL) { 3383 if (item->type == SPELL)
3384 {
3388 if (check_spell_known (who, item->name)) 3385 if (check_spell_known (who, item->name))
3389 return; 3386 return;
3390 3387
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3388 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); 3389 do_learn_spell (who, item, 0);
3393 return; 3390 return;
3394 } 3391 }
3395 3392
3396 /* grant direct spell */ 3393 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3394 if (item->type == SPELLBOOK)
3395 {
3398 if (!item->inv) { 3396 if (!item->inv)
3397 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3399 return;
3402 } 3400 }
3403 if (check_spell_known (who, item->inv->name)) 3401 if (check_spell_known (who, item->inv->name))
3404 return; 3402 return;
3405 if (item->invisible) { 3403 if (item->invisible)
3404 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3405 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); 3406 do_learn_spell (who, item->inv, 0);
3408 return; 3407 return;
3409 } 3408 }
3410 } 3409 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3413 3414
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* 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 3416 * 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, 3417 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3418 */ 3419 */
3419 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3420 /* Give new attacktype */ 3422 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3422 3424
3423 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3425 3427
3426 if (item->msg != NULL) 3428 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3430
3429 /* Give player new face */ 3431 /* Give player new face */
3430 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3431 who->face = skop->face; 3434 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3437 who->last_anim = 0;
3435 who->state = 0; 3438 who->state = 0;
3436 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3437 } 3440 }
3441 }
3442 }
3438 } 3443 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3442 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3447 object *skin;
3448
3444 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3452 ;
3448 3453
3454 if (!skin)
3455 return;
3456
3449 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3461
3453 /* print message */ 3462 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3465 {
3457 if (j) 3466 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3467 {
3459 else 3468 if (j)
3460 j = 1; 3469 strcat (buf, " and ");
3470 else
3471 j = 1;
3461 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3462 } 3473 }
3463 } 3474 }
3464 strcat(buf,"."); 3475 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3477 }
3467 3478
3468 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3486
3476 /* print message if there is one */ 3487 /* print message if there is one */
3477 if (item->msg != NULL) 3488 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3479 } 3492 {
3480 else {
3481 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3495 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); 3496 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3487 } 3499 }
3488} 3500}
3489 3501
3490/** 3502/**
3491 * Unready an object for a player. This function does nothing if the object was 3503 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3504 * not readied.
3493 */ 3505 */
3506void
3494void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3496 3511
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3514
3500 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines