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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 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) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
114 return; 178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
115 } 243 {
116 rules[0]='\0'; 244 object *tmp, *abil = 0, *skin = 0;
117 size=0; 245
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 246 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 247 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 248
121 if (size + strlen(buf)>=HUGE_BUF) 249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
122 { 270 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 271 case SKILL:
124 break; 272 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 273 break;
167 } 274
168 strncat(news+size,buf,HUGE_BUF-size); 275 case WAND:
169 size+=strlen(buf); 276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
170 } 285 }
171 } 286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
172 308 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 309 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 310 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}
180 311
181int playername_ok(const char *cp) { 312 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 313
185 for(;*cp!='\0';cp++) 314 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 315 ns->pl = 0;
187 return 0; 316 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 } 317 }
229 318
230 /* Clears basically the entire player structure except 319 if (ob)
231 * for next and socket. 320 ob->close_container (); //TODO: client-specific
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
235 /* There are some elements we want initialized to non zero value - 340 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 341 * we deal with that below this point.
237 */ 342 */
238 p->party=NULL; 343 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 344 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 345 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 346
244#ifdef AUTOSAVE 347 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 348
246#endif 349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
247 366 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
249 369 }
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} 370}
301 371
302 372player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 373{
306 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
307 op->x = -1; 375 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 376}
311 377
312/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
314 * mode. 380 * mode.
315 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
316 386
317int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 388
320 p=get_player(NULL); 389 pl->ob->roll_stats ();
321 p->socket = *ns; 390 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 392
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); 393 set_first_map (pl->ob);
332 394
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; 395 return pl;
340} 396}
341 397
342/* 398/*
343 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
346 */ 402 */
403archetype *
347archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
348{ 405{
349 archetype *start = at; 406 archetype *start = at;
407
350 for (;;) { 408 for (;;)
409 {
351 if (at==NULL || at->next==NULL) 410 if (at == NULL || at->next == NULL)
352 at=first_archetype; 411 at = first_archetype;
353 else 412 else
354 at=at->next; 413 at = at->next;
414
355 if(at->clone.type==PLAYER) 415 if (at->clone.type == PLAYER)
356 return at; 416 return at;
417
357 if (at == start) { 418 if (at == start)
419 {
358 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 421 exit (-1);
360 } 422 }
361 } 423 }
362} 424}
363 425
364 426object *
365object *get_nearest_player(object *mon) { 427get_nearest_player (object *mon)
428{
366 object *op = NULL; 429 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 430 objectlink *ol;
369 unsigned lastdist; 431 unsigned lastdist;
370 rv_vector rv; 432 rv_vector rv;
371 433
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 {
373 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
377 */ 440 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
379 object *tmp=ol->ob; 443 object *tmp = ol->ob;
380 444
381 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 446 * itself will have been cleared.
383 */ 447 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
385 ol = ol->next; 450 ol = ol->next;
386 remove_friendly_object(tmp); 451 remove_friendly_object (tmp);
387 if (!ol) return op; 452 if (!ol)
388 } 453 return op;
454 }
389 455
390 /* Remove special check for player from this. First, it looks to cause 456 /* 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 457 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 458 * 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 459 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 460 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 461 * on_same_map check, as can_detect_enemy also does this
396 */ 462 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 463 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 464 continue;
399 465
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) { 466 if (lastdist > rv.distance)
409 op=pl->ob; 467 {
468 op = ol->ob;
410 lastdist=rv.distance; 469 lastdist = rv.distance;
470 }
411 } 471 }
412 } 472
413 } 473 for_all_players (pl)
474 if (can_detect_enemy (mon, pl->ob, &rv))
475 if (lastdist > rv.distance)
476 {
477 op = pl->ob;
478 lastdist = rv.distance;
479 }
480
414#if 0 481#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 483#endif
417 return op; 484 return op;
418} 485}
419 486
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 487/* 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 488 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 489 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 505 * is probably not a good thing.
439 */ 506 */
440#define MAX_SPACES 50 507#define MAX_SPACES 50
441
442 508
443/* 509/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * 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. 525 * 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, 526 * 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 527 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 528 * is blocking itself.
463 */ 529 */
530int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 531path_to_player (object *mon, object *pl, unsigned mindiff)
532{
465 rv_vector rv; 533 rv_vector rv;
466 sint16 x,y; 534 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 535 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 536 maptile *m, *lastmap;
469 537
470 get_rangevector(mon, pl, &rv, 0); 538 get_rangevector (mon, pl, &rv, 0);
471 539
472 if (rv.distance<mindiff) return 0; 540 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; 541 return 0;
725}
726 542
727void confirm_password(object *op) { 543 x = mon->x;
544 y = mon->y;
545 m = mon->map;
546 dir = rv.direction;
547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 549
729 op->contr->write_buf[0]='\0'; 550 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 551 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 552 return 0;
732}
733 553
554 while (diff > 1 && max > 0)
555 {
556 lastx = x;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
561
562 mflags = get_map_flags (m, &m, x, y, &x, &y);
563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
564
565 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
567 && (m == mon->map && blocked_link (mon, m, x, y))))
568 {
569 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before.
571 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
573 if (rv.direction != dir)
574 {
575 /* OK - says direction should be different - lets reset the
576 * the values so it will try again.
577 */
578 x = lastx;
579 y = lasty;
580 m = lastmap;
581 dir = firstdir = rv.direction;
582 }
583 else
584 {
585 /* direct path is blocked - try taking a side step to
586 * either the left or right.
587 * Note increase the values in the loop below to be
588 * more than -1/1 respectively will mean the monster takes
589 * bigger detour. Have to be careful about these values getting
590 * too big (3 or maybe 4 or higher) as the monster may just try
591 * stepping back and forth
592 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 {
595 if (i == 0)
596 continue; /* already did this, so skip it */
597 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in
599 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance,
602 * gets blocked, finds that it should move north,
603 * can't do that, but now finds it can move east, and
604 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully
606 * moved.
607 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap;
612 mflags = get_map_flags (m, &m, x, y, &x, &y);
613 if (mflags & P_OUT_OF_MAP)
614 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
617 continue;
618 if (mflags & P_BLOCKSVIEW)
619 continue;
620
621 if (m == mon->map && blocked_link (mon, m, x, y))
622 break;
623 }
624 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path.
626 */
627 if (i == (DETOUR_AMOUNT + 1))
628 return 0;
629 diff--;
630 lastdir = dir;
631 max--;
632 if (!firstdir)
633 firstdir = dir + i;
634 } /* else check alternate directions */
635 } /* if blocked */
636 else
637 {
638 /* we moved towards creature, so diff is less */
639 diff--;
640 max--;
641 lastdir = dir;
642 if (!firstdir)
643 firstdir = dir;
644 }
645
646 if (diff <= 1)
647 {
648 /* Recalculate diff (distance) because we may not have actually
649 * headed toward player for entire distance.
650 */
651 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
653 }
654
655 if (diff > max)
656 return 0;
657 }
658
659 /* If we reached the max, didn't find a direction in time */
660 if (!max)
661 return 0;
662
663 return firstdir;
664}
665
666void
667give_initial_items (object *pl, treasurelist * items)
668{
669 object *op, *next = NULL;
670
671 if (pl->randomitems != NULL)
672 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
673
674 for (op = pl->inv; op; op = next)
675 {
676 next = op->below;
677
678 /* Forces get applied per default, unless they have the
679 * flag "neutral" set. Sorry but I can't think of a better way
680 */
681 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
682 SET_FLAG (op, FLAG_APPLIED);
683
684 /* we never give weapons/armour if these cannot be used
685 * by this player due to race restrictions
686 */
687 if (pl->type == PLAYER)
688 {
689 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
690 (op->type == ARMOUR || op->type == BOOTS ||
691 op->type == CLOAK || op->type == HELMET ||
692 op->type == SHIELD || op->type == GLOVES ||
693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
694 {
695 op->destroy ();
696 continue;
697 }
698 }
699
700 /* This really needs to be better - we should really give
701 * a substitute spellbook. The problem is that we don't really
702 * have a good idea what to replace it with (need something like
703 * a first level treasurelist for each skill.)
704 * remove duplicate skills also
705 */
706 if (op->type == SPELLBOOK || op->type == SKILL)
707 {
708 object *tmp;
709
710 for (tmp = op->below; tmp; tmp = tmp->below)
711 if (tmp->type == op->type && tmp->name == op->name)
712 break;
713
714 if (tmp)
715 {
716 op->destroy ();
717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
718 continue;
719 }
720
721 if (op->nrof > 1)
722 op->nrof = 1;
723 }
724
725 if (op->type == SPELLBOOK && op->inv)
726 {
727 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
728 }
729
730 /* Give starting characters identified, uncursed, and undamned
731 * items. Just don't identify gold or silver, or it won't be
732 * merged properly.
733 */
734 if (need_identify (op))
735 {
736 SET_FLAG (op, FLAG_IDENTIFIED);
737 CLEAR_FLAG (op, FLAG_CURSED);
738 CLEAR_FLAG (op, FLAG_DAMNED);
739 }
740 if (op->type == SPELL)
741 {
742 op->destroy ();
743 continue;
744 }
745 else if (op->type == SKILL)
746 {
747 SET_FLAG (op, FLAG_CAN_USE_SKILL);
748 op->stats.exp = 0;
749 op->level = 1;
750 }
751 /* lock all 'normal items by default */
752 else
753 SET_FLAG (op, FLAG_INV_LOCKED);
754 } /* for loop of objects in player inv */
755
756 /* Need to set up the skill pointers */
757 link_player_skills (pl);
758}
759
760void
734void get_party_password(object *op, partylist *party) { 761get_party_password (object *op, partylist *party)
762{
735 if (party == NULL) { 763 if (party == NULL)
764 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 766 return;
738 } 767 }
768
739 op->contr->write_buf[0]='\0'; 769 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 773}
744
745 774
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
776static int
747int roll_stat(void) { 777roll_stat (void)
778{
748 int a[4],i,j,k; 779 int a[4], i, j, k;
749 780
750 for(i=0;i<4;i++) 781 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 782 a[i] = (int) rndm (6) + 1;
752 783
753 for(i=0,j=0,k=7;i<4;i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 785 if (a[i] < k)
755 k=a[i],j=i; 786 k = a[i], j = i;
756 787
757 for(i=0,k=0;i<4;i++) { 788 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 789 if (i != j)
759 k+=a[i]; 790 k += a[i];
760 } 791
761 return k; 792 return k;
762} 793}
763 794
764void roll_stats(object *op) { 795void
796object::roll_stats ()
797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
765 int sum=0; 802 int sum = 0;
766 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
768 805
769 do { 806 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 807 break;
771 op->stats.Dex=roll_stat(); 808 }
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);
781 809
782 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 811 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;
790 812
791 /* a quick and dirty bubblesort? */ 813 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]; 814 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];
810 815
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; 816 stats.exp = 0;
822 op->stats.ac=0; 817 stats.ac = 0;
823 818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
824 op->contr->levhp[1] = 9; 825 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 826 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 827 contr->levgrace[1] = 3;
827 828
828 fix_player(op); 829 contr->orig_stats = stats;
830 }
831}
832
833void
834object::swap_stats (int a, int b)
835{
836 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
837
838 for (int i = 0; i < NUM_STATS; ++i)
839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
829 op->stats.hp = op->stats.maxhp; 849 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 850 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
832 op->contr->orig_stats=op->stats; 859 contr->orig_stats = stats;
860 }
833} 861}
834 862
835void Roll_Again(object *op) 863static void
864start_info (object *op)
836{ 865{
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]; 866 char buf[MAX_BUF];
845 867
846 if ( op->contr->Swap_First == -1 ) { 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
954 873
955/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
959 * not the class. 878 * not the class.
960 */ 879 */
961 880void
962int key_change_class(object *op, char key) 881player::chargen_race_done ()
963{ 882{
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 */ 883 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 885
886 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl)
888 create_treasure (tl, ob, 0, 0, 0);
889
978 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
980 892
981 op->contr->state=ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
982 894
983 if (op->msg) { 895 if (ob->msg)
984 free_string(op->msg); 896 ob->msg = 0;
985 op->msg=NULL;
986 }
987 897
988 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
989 * to save here. 899 * 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 */ 900 */
1030 901 {
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]; 902 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); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 904 make_path_to_file (buf);
1102 next = mp->next; 905 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 906
1104 delete_map(mp); 907 start_info (ob);
1105 } 908 CLEAR_FLAG (ob, FLAG_WIZ);
1106 909 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 910 link_player_skills (ob);
911 esrv_send_inventory (ob, ob);
912 ob->update_stats ();
913
914 /* This moves the player to a different start map, if there
915 * is one for this race
916 */
917 if (*first_map_ext_path)
1108 } 918 {
1109 play_again(op); 919 object *tmp;
1110 return 1; 920 char mapname[MAX_BUF];
1111}
1112 921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y;
927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else
933 LOG (llevDebug, "first_map_ext_path not set\n");
934}
935
936void
937player::chargen_race_next ()
938{
939 /* Following actually changes the race - this is the default command
940 * if we don't match with one of the options above.
941 */
942
943 do
944 {
945 shstr name = ob->name;
946 int x = ob->x, y = ob->y;
947
948 ob->remove_statbonus ();
949 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob);
952 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name;
955 ob->x = x;
956 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name);
960 ob->add_statbonus ();
961 }
962 while (!allowed_class (ob));
963
964 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, ob, ob);
966 ob->update_stats ();
967 ob->stats.hp = ob->stats.maxhp;
968 ob->stats.sp = ob->stats.maxsp;
969 ob->stats.grace = 0;
970}
971
972void
1113void flee_player(object *op) { 973flee_player (object *op)
974{
1114 int dir,diff; 975 int dir, diff;
1115 rv_vector rv; 976 rv_vector rv;
1116 977
1117 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 982 return;
1121 } 983 }
1122 984
1123 if(op->enemy==NULL) { 985 if (op->enemy == NULL)
986 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 987 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 989 return;
1127 } 990 }
1128 991
1129 /* Seen some crashes here. Since we don't store an 992 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 993 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 994 * actual enemy, and the object is recycled.
1132 */ 995 */
1133 if (op->enemy->map == NULL) { 996 if (op->enemy->map == NULL)
997 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 998 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 999 op->enemy = NULL;
1136 return; 1000 return;
1137 } 1001 }
1138 1002
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1140 op->enemy=NULL; 1005 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1007 return;
1143 } 1008 }
1009
1144 get_rangevector(op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1145 1011
1146 dir=absdir(4+rv.direction); 1012 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1013 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 } 1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1018 return;
1019 }
1020
1154 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1023 op->enemy = NULL;
1157} 1024}
1158
1159 1025
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1028 * stop.
1163 */ 1029 */
1030int
1164int check_pick(object *op) { 1031check_pick (object *op)
1032{
1165 object *tmp, *next; 1033 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1034 int stop = 0;
1168 int j, k, wvratio; 1035 int wvratio;
1169 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1170
1171 1037
1172 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1174 return 1; 1040 return 1;
1175 1041
1176 op_tag = op->count;
1177
1178 next = op->below; 1042 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1043
1182 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1045 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1185 { 1047 {
1186 tmp = next; 1048 tmp = next;
1187 next = tmp->below; 1049 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1050
1191 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1192 return 0; 1052 return 0;
1193 1053
1194 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1195 continue; 1055 continue;
1196 1056
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1058 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1060 pick_up (op, tmp);
1201 continue; 1061 continue;
1202 } 1062 }
1203 1063
1204 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1206 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1068 {
1208 case 1: pick_up (op, tmp); 1069 case 0:
1209 return 1; 1070 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1071 case 1:
1211 return 0; 1072 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1073 return 1;
1213 case 4: pick_up (op, tmp); 1074 case 2:
1214 break; 1075 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1076 return 0;
1216 stop = 1; 1077 case 3:
1217 break; 1078 return 0; /* stop before pickup */
1218 case 6: 1079 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1081 break;
1221 pick_up(op, tmp); 1082 case 5:
1222 break; 1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1223 1090
1224 case 7: 1091 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1093 pick_up (op, tmp);
1227 break; 1094 break;
1228 1095
1229 default: 1096 default:
1230 /* use value density */ 1097 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1100 pick_up (op, tmp);
1234 >= op->contr->mode) 1101 }
1235 pick_up(op,tmp); 1102 }
1236 } 1103 else
1237 } 1104 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1106 if (op->contr->mode & PU_DEBUG)
1241 { 1107 {
1242 /* some debugging code to figure out item information */ 1108 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1109 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1111 &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)))); 1112 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1114 &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)))); 1115
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1252 1118
1253 sprintf(putstring,"...flags: "); 1119 /* philosophy:
1254 for(k=0;k<4;k++) 1120 * It's easy to grab an item type from a pile, as long as it's
1255 { 1121 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1122 * and selections, select-items should be used. This is a
1257 { 1123 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1124 * example.
1259 { 1125 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1126 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1127 * convert to decimal and then 'pickup <#>
1262 } 1128 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1267#if 0 1355#if 0
1268 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1270 { 1358 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1360 }
1273 { 1361 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1364 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 1365#endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1280 } 1370 }
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 1371
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; 1372 return !stop;
1444} 1373}
1445 1374
1446/* 1375/*
1447 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1378 * found object is returned.
1450 */ 1379 */
1380object *
1451object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1452{ 1382{
1453 object *tmp = NULL; 1383 object *tmp = 0;
1454 1384
1455 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1386 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); 1387 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1460 return op; 1389 return op;
1390
1461 return tmp; 1391 return tmp;
1462} 1392}
1463 1393
1464/* 1394/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1399 */
1470 1400object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1402{
1473 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1475 1405
1476 if (!type) 1406 if (!type)
1477 return NULL; 1407 return NULL;
1478 1408
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1412 {
1413 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1415 if (i > betterby)
1485 tmp = ntmp; 1416 {
1486 betterby = i; 1417 tmp = ntmp;
1487 } 1418 betterby = i;
1419 }
1420 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1489 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1425 {
1492 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1427 {
1494 return arrow; 1428 *better = 100;
1495 } else { 1429 return arrow;
1496 tmp = arrow; 1430 }
1431 else
1432 {
1433 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1435 }
1499 } else { 1436 }
1437 else
1438 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1501 attacktype = 1<<attacknum; 1441 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1442 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) { 1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1444 {
1445 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1447 }
1507 } 1448 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1450 {
1451 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1453 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1455 {
1456 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1458 }
1459 }
1460 }
1516 } 1461 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1463 return find_arrow (op, type);
1521 1464
1522 *better = betterby; 1465 *better = betterby;
1523 return tmp; 1466 return tmp;
1524} 1467}
1525 1468
1526/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1471 * op = the shooter
1529 * type = bow->race 1472 * type = bow->race
1530 * dir = fire direction 1473 * dir = fire direction
1531 */ 1474 */
1532 1475object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1534{ 1477{
1535 object *tmp = NULL; 1478 object *tmp = NULL;
1536 mapstruct *m; 1479 maptile *m;
1537 int i, mflags, found, number; 1480 int i, mflags, found, number;
1538 sint16 x, y; 1481 sint16 x, y;
1539 1482
1540 if (op->map == NULL) 1483 if (op->map == NULL)
1541 return find_arrow(op, type); 1484 return find_arrow (op, type);
1542 1485
1543 /* do a dex check */ 1486 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1487 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))) 1488 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1489 return find_arrow (op, type);
1547 1490
1548 m = op->map; 1491 m = op->map;
1549 x = op->x; 1492 x = op->x;
1550 y = op->y; 1493 y = op->y;
1551 1494
1552 /* find the first target */ 1495 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1496 for (i = 0, found = 0; i < 20; i++)
1497 {
1554 x += freearr_x[dir]; 1498 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1499 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1500 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1501 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1502 {
1558 tmp = NULL; 1503 tmp = NULL;
1559 break; 1504 break;
1505 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1506 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1507 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1508 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1509 * perhaps a bad assumption.
1563 */ 1510 */
1564 tmp = NULL; 1511 tmp = NULL;
1565 break; 1512 break;
1566 } 1513 }
1567 if (mflags & P_IS_ALIVE) { 1514 if (mflags & P_IS_ALIVE)
1515 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1516 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1517 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1518 {
1571 break; 1519 found++;
1572 } 1520 break;
1521 }
1573 if (found) 1522 if (found)
1574 break; 1523 break;
1575 } 1524 }
1576 } 1525 }
1577 if (tmp == NULL) 1526 if (tmp == NULL)
1578 return find_arrow(op, type); 1527 return find_arrow (op, type);
1579 1528
1580 if (tmp->head) 1529 if (tmp->head)
1581 tmp = tmp->head; 1530 tmp = tmp->head;
1582 1531
1583 return find_better_arrow(op, tmp, type, &i); 1532 return find_better_arrow (op, tmp, type, &i);
1584} 1533}
1585 1534
1586/* 1535/*
1587 * Creature fires a bow - op can be monster or player. Returns 1536 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1537 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1540 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1541 * 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 1542 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1543 * player fire modes.
1595 */ 1544 */
1545int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1547{
1599 object *left, *bow; 1548 object *left, *bow;
1600 tag_t left_tag, tag; 1549 int mflags;
1601 int bowspeed, mflags; 1550 maptile *m;
1602 mapstruct *m;
1603 1551
1604 if (!dir) { 1552 if (!dir)
1553 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1555 return 0;
1556 }
1557
1558 if (op->contr)
1559 bow = op->current_weapon;
1560 else
1607 } 1561 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1614 */ 1565 */
1615 if(bow->type==BOW) 1566 if (bow->type == BOW)
1616 break; 1567 break;
1617 1568
1618 if (!bow) { 1569 if (!bow)
1570 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1572 return 0;
1621 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1622 } 1582 }
1583
1623 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1587 return 0;
1626 } 1588 }
1627 1589
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) { 1590 if (arrow == NULL)
1591 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 {
1638 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1595 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 */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1597 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1644 return 0; 1600 return 0;
1645 } 1601 }
1646 } 1602 }
1603
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1605 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1606 return 0;
1650 } 1607
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1609 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1611 return 0;
1654 } 1612 }
1655 1613
1656 /* this should not happen, but sometimes does */ 1614 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1615 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1616 {
1617 arrow->destroy ();
1618 return 0;
1619 }
1662 1620
1663 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1623 if (!arrow)
1624 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1626 return 0;
1669 return 0;
1670 } 1627 }
1671 set_owner(arrow, op); 1628
1672 if (arrow->skill) free_string(arrow->skill); 1629 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1630 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1631 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1632
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 */ 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1634 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1635 arrow->stats.grace = arrow->attacktype;
1636
1688 if (arrow->slaying != NULL) 1637 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1638 arrow->spellarg = strdup (arrow->slaying);
1690 1639
1691 /* Note that this was different for monsters - they got their level 1640 if (player *pl = op->contr)
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694 1641 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1642 if (!pl->has_hit)
1696 0 : dam_bonus[op->stats.Str]) + 1643 {
1697 bow->stats.dam + bow->magic + arrow->magic; 1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1698 1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1699 /* update the speed */ 1662 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1663 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]) + 1664 + bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1665
1705 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 2.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1709 1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670
1710 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1674 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1680 }
1681 else
1682 {
1721 arrow->level = op->level; 1683 arrow->level = op->level;
1722 } 1684 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1685
1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1724 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1690 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1691
1728 arrow->map = m; 1692 wc -= arrow->level;
1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1698
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1700 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1701
1736 if (!was_destroyed(arrow, tag)) 1702 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1703 move_arrow (arrow);
1738 1704
1739 if (op->type == PLAYER) { 1705 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1706 {
1707 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1708 esrv_del_item (op->contr, left->count);
1742 else 1709 else
1743 esrv_send_item(op, left); 1710 esrv_send_item (op, left);
1744 } 1711 }
1712
1745 return 1; 1713 return 1;
1746} 1714}
1747 1715
1748/* Special fire code for players - this takes into 1716/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1717 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1718 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1719 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1720 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1721 * hence the function name.
1754 */ 1722 */
1723int
1755int player_fire_bow(object *op, int dir) 1724player_fire_bow (object *op, int dir)
1756{ 1725{
1757 int ret=0, wcmod=0; 1726 int ret = 0, wcmod = 0;
1758 1727
1759 if (op->contr->bowtype == bow_bestarrow) { 1728 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1729 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1730 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); 1731 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1735 wcmod = -1;
1736
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1738 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1739 else if (op->contr->bowtype == bow_threewide)
1740 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1741 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)]); 1742 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)]); 1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1745 else if (op->contr->bowtype == bow_spreadshot)
1746 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1747 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); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1750 }
1777 } else { 1751 else
1752 {
1778 /* Simple case */ 1753 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1755 }
1756
1781 return ret; 1757 return ret;
1782} 1758}
1783
1784 1759
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1787 */ 1762 */
1763void
1788void fire_misc_object(object *op, int dir) 1764fire_misc_object (object *op, int dir)
1789{ 1765{
1790 object *item; 1766 object *item = op->contr->ranged_ob;
1791 1767
1792 if (!op->contr->ranges[range_misc]) { 1768 if (!item)
1769 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1771 return;
1795 } 1772 }
1796 1773
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1774 if (!item->inv)
1775 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1777 return;
1801 } 1778 }
1802 if (item->type == WAND) { 1779
1803 if(item->stats.food<=0) { 1780 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; 1781 return;
1807 } 1782
1783 if (item->type == WAND)
1784 {
1785 if (item->stats.food <= 0)
1786 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1790 return;
1791 }
1792 }
1808 } else if (item->type == ROD || item->type==HORN) { 1793 else if (item->type == ROD || item->type == HORN)
1794 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1811 if (item->type== ROD) 1799 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1800 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)); 1801 else
1814 else 1802 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, 1803
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1804 return;
1818 } 1805 }
1819 } 1806 }
1820 1807
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1809 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1811 if (item->type == WAND)
1812 {
1824 if (!(--item->stats.food)) { 1813 if (!(--item->stats.food))
1825 object *tmp; 1814 {
1826 if (item->arch) { 1815 object *tmp;
1816
1817 if (item->arch)
1818 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
1829 item->speed = 0; 1821 item->set_speed (0);
1830 update_ob_speed(item); 1822 }
1831 } 1823
1832 if ((tmp=is_player_inv(item))) 1824 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1826 }
1835 } 1827 }
1836 else if (item->type == ROD || item->type==HORN) { 1828 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1829 drain_rod_charge (item);
1838 }
1839 } 1830 }
1840} 1831}
1841 1832
1842/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
1843 */ 1834 */
1835void
1844void fire(object *op,int dir) { 1836fire (object *op, int dir)
1837{
1845 int spellcost=0; 1838 int spellcost = 0;
1846 1839
1847 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1841 if (action_makes_visible (op))
1842 make_visible (op);
1849 1843
1850 switch(op->contr->shoottype) { 1844 player *pl = op->contr;
1851 case range_none: 1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1852 return; 1855 return;
1853 1856
1854 case range_bow: 1857 if (!op->change_weapon (ob))
1855 player_fire_bow(op, dir);
1856 return; 1858 return;
1857 1859
1858 case range_magic: /* Casting spells */ 1860 switch (ob->type)
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 {
1860 return; 1862 case BOW:
1863 player_fire_bow (op, dir);
1864 break;
1861 1865
1862 case range_misc: 1866 case SPELL:
1863 fire_misc_object(op, dir); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864 return; 1868 break;
1865 1869
1866 case range_golem: /* Control summoned monsters from scrolls */ 1870 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 ); 1871 apply_map_builder (op, dir);
1887 return; 1872 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1894 1877
1878 default:
1879 fire_misc_object (op, dir);
1880 break;
1881 }
1882}
1895 1883
1896/* find_key 1884/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1885 * 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 1886 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1889 * pl is the player,
1902 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
1905 */ 1893 */
1906 1894object *
1907object * find_key(object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
1908{ 1896{
1909 object *tmp,*key; 1897 object *tmp, *key;
1910 1898
1911 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1900 if (!container->inv)
1901 return 0;
1913 1902
1914 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1906 if (door->type == DOOR && tmp->type == KEY)
1907 break;
1917 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
1919 */ 1910 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1912 break;
1922 } 1913 }
1914
1923 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1916 /* 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 1917 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1918 * a key, return
1927 */ 1919 */
1928 if (!tmp) { 1920 if (!tmp)
1921 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 {
1930 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1925 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1926 {
1927 if ((key = find_key (pl, tmp, door)))
1928 return key;
1929 }
1930 }
1931
1932 if (!tmp)
1933 return NULL;
1933 } 1934 }
1934 } 1935
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1936 /* 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 1937 * see if we actually want to use it
1939 */ 1938 */
1940 if (pl!=container) { 1939 if (pl != container)
1940 {
1941 /* Only let players use keys in containers */ 1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1942 if (!pl->contr)
1943 return NULL;
1943 /* cases where this fails: 1944 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1945 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1946 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1947 * If the container is not active, return now since only active
1947 * containers can be used. 1948 * containers can be used.
1948 * If we only search keyrings and the container does not have 1949 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1950 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1951 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1952 * inv must have been an container and must have been active.
1952 * 1953 *
1953 * Change the color so that the message doesn't disappear with 1954 * Change the color so that the message doesn't disappear with
1954 * all the others. 1955 * all the others.
1955 */ 1956 */
1956 if (pl->contr->usekeys == key_inventory || 1957 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1958 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1959 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1960 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1962 "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; 1963 return NULL;
1965 } 1964 }
1966 } 1965 }
1966
1967 return tmp; 1967 return tmp;
1968} 1968}
1969 1969
1970/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1972 * such that the caller should not do anything more,
1973 * 0 otherwise 1973 * 0 otherwise
1974 */ 1974 */
1975static int
1975static int player_attack_door(object *op, object *door) 1976player_attack_door (object *op, object *door)
1976{ 1977{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* 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 - 1979 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
1981 */ 1981 */
1982 object *key=find_key(op, op, door); 1982 object *key = find_key (op, op, door);
1983 1983
1984 /* IF we found a key, do some extra work */ 1984 /* IF we found a key, do some extra work */
1985 if (key) { 1985 if (key)
1986 {
1986 object *container=key->env; 1987 object *container = key->env;
1987 1988
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1990
1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1995 spring_trap (door->inv, op);
1996
1991 if (door->type == DOOR) { 1997 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1999 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2000 {
1996 "You open the door with the %s", query_short_name(key)); 2001 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 ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2003 }
2004
1999 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2002 if (container != op) 2008 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2004 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2012 }
2005 } else if (door->type==LOCKED_DOOR) { 2013 else if (door->type == LOCKED_DOOR)
2014 {
2006 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2017 return 1;
2009 } 2018 }
2019
2010 return 0; 2020 return 0;
2011} 2021}
2012 2022
2013/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2018 */ 2028 */
2019 2029void
2020void move_player_attack(object *op, int dir) 2030move_player_attack (object *op, int dir)
2021{ 2031{
2022 object *tmp, *mon, *tpl; 2032 object *tmp, *mon;
2023 sint16 nx, ny;
2024 int on_battleground; 2033 int on_battleground;
2025 mapstruct *m; 2034 maptile *m;
2026 2035
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2031 2038
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2033 2040
2034 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2048 * move_ob uses.
2042 */ 2049 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2050 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 2051 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2052 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");*/ 2053 {
2054 m = op->map->xy_find (nx, ny);
2055 if (!m)
2056 return; /* Don't think this should happen */
2057 }
2058 else
2059 m = op->map;
2060
2061 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2062 return;
2053 }
2054 2063
2055 mon = NULL; 2064 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2068 * on the space
2060 */ 2069 */
2061 while (tmp!=NULL) { 2070 while (tmp)
2071 {
2062 if (tmp == op) { 2072 if (tmp == op)
2063 tmp=tmp->above; 2073 {
2064 continue; 2074 tmp = tmp->above;
2065 } 2075 continue;
2076 }
2077
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2079 {
2068 break; 2080 mon = tmp;
2069 } 2081 break;
2082 }
2083
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2085 mon = tmp;
2086
2072 tmp=tmp->above; 2087 tmp = tmp->above;
2073 } 2088 }
2074 2089
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2091 return; /* into a wall */
2077 2092
2078 if(mon->head != NULL) 2093 if (mon->head)
2079 mon = mon->head; 2094 mon = mon->head;
2080 2095
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2097 if (player_attack_door (op, mon))
2098 return;
2083 2099
2084 /* The following deals with possibly attacking peaceful 2100 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2101 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2102 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2103 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2104 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2105 * and thus will not push them.
2090 */ 2106 */
2091 2107
2092 /* If the creature is a pet, push it even if the player is not 2108 /* 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 2109 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2095 */ 2111 */
2096 if ((op->type==PLAYER) 2112 if (op->type == PLAYER
2097#if COZY_SERVER 2113 && ((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)) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2115 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2117 {
2109 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2119 if (op->contr->braced)
2120 return;
2121
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2123 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2124 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op);
2126
2114 return; 2127 return;
2115 } 2128 }
2116 2129
2117 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2133 * attack them either.
2121 */ 2134 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2136 && (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 && 2137 && ((op->contr->peaceful
2129#endif 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2130 !on_battleground 2139 && !on_battleground))
2140 {
2141 if (!op->contr->braced)
2131 )) { 2142 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2144 push_ob (mon, dir, op);
2135 } else { 2145 }
2146 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2141 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2155 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2145 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2147 } 2160 make_visible (op);
2161 }
2148 2162
2149 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2168 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2171 {
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) { 2172 if (!op->contr->has_hit)
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2173 {
2174 op->contr->has_hit = 1;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2167 2177
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); 2178 skill_attack (mon, op, 0, 0, 0);
2172 2179
2173 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2183 * the wiz.
2177 */ 2184 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2185 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)) { 2186 {
2180 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2188
2181 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2184 } 2192 }
2185 if(action_makes_visible(op)) make_visible(op); 2193
2186 } 2194 if (action_makes_visible (op))
2195 make_visible (op);
2196 }
2187 } /* if player should attack something */ 2197 } /* if player should attack something */
2188} 2198}
2189 2199
2200int
2190int move_player(object *op,int dir) { 2201move_player (object *op, int dir)
2202{
2191 int pick; 2203 int pick;
2192 object *transport = op->contr->transport;
2193 2204
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2205 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; 2206 return 0;
2207
2208 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9))
2210 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0;
2213 }
2214
2215 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218
2219 op->facing = dir;
2220
2221 if (op->hide)
2222 do_hidden_move (op);
2223
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ;
2226 else if (op->contr->fire_on)
2227 fire (op, dir);
2228 else
2229 {
2230 move_player_attack (op, dir);
2231 pick = check_pick (op);
2232 }
2233
2234 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing.
2236 */
2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2238 op->direction = dir;
2239 else
2240 op->direction = 0;
2241
2242 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities
2244 * for players.
2245 */
2246 animate_object (op, op->facing);
2247 return 0;
2256} 2248}
2257 2249
2258/* This is similar to handle_player, below, but is only used by the 2250/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2251 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2252 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2253 * the new speed values for commands.
2262 * 2254 *
2263 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2264 */ 2256 */
2257int
2265int handle_newcs_player(object *op) 2258handle_newcs_player (object *op)
2266{ 2259{
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)) { 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2261 {
2284 flee_player(op); 2262 flee_player (op);
2263
2285 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (op->flag [FLAG_SCARED])
2287 op->speed_left--; 2266 {
2267 --op->speed_left;
2288 return 0; 2268 return 0;
2289 } 2269 }
2290 } 2270 }
2291 2271
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 2272 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2274 * called, so we recheck it here.
2307 */ 2275 */
2308 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2277 return 1;
2310 2278
2279 if (op->speed_left > 0.f)
2280 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2312 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2284 --op->speed_left;
2314 2285
2315 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2318 */ 2289 */
2319 move_player(op, op->direction); 2290 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2291
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2321 else return 0; 2296 return 0;
2322 } 2297}
2298
2299int
2300save_life (object *op)
2301{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2303 return 0;
2324}
2325 2304
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) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2310
2337 query_name(tmp));
2338 if (op->contr) 2311 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2313
2341 free_object(tmp); 2314 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2343 if(op->stats.hp<0) 2317 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2345 if(op->stats.food<0) 2320 if (op->stats.food < 0)
2346 op->stats.food = 999; 2321 op->stats.food = 999;
2347 fix_player(op); 2322
2323 op->update_stats ();
2348 return 1; 2324 return 1;
2349 } 2325 }
2326
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2330 return 0;
2354} 2331}
2355 2332
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2333/* 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 2334 * 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 2335 * function will descend into containers. op is the object to start the search
2359 * from. 2336 * from.
2360 */ 2337 */
2338void
2361void remove_unpaid_objects(object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2362{ 2340{
2363 object *next;
2364
2365 while (op) { 2341 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2342 {
2367 * we remove object 'op' 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2344
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2346 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2348 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 2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2382 2358
2383/* 2359/*
2384 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2363 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2364 * but there isn't one in the server directory.
2389 */ 2365 */
2366char *
2390char *gravestone_text (object *op) 2367gravestone_text (object *op)
2391{ 2368{
2392 static char buf2[MAX_BUF]; 2369 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2370 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2371 time_t now = time (NULL);
2395 2372
2396 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2376 else
2400 sprintf (buf, "%s\n", op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2380 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2383 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2387 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2388 if (op->type == PLAYER)
2389 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2392 strcat (buf2, buf);
2413 } 2393 }
2394
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2417 return buf2; 2399 return buf2;
2418} 2400}
2419 2401
2420 2402void
2421
2422void do_some_living(object *op) { 2403do_some_living (object *op)
2404{
2423 int last_food=op->stats.food; 2405 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2406 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2407 int over_hp, over_sp, over_grace;
2426 int i; 2408 int i;
2427 int rate_hp = 1200; 2409 int rate_hp = 1200;
2428 int rate_sp = 2500; 2410 int rate_sp = 2500;
2429 int rate_grace = 2000; 2411 int rate_grace = 2000;
2430 const int max_hp = 1; 2412 const int max_hp = 1;
2431 const int max_sp = 1; 2413 const int max_sp = 1;
2432 const int max_grace = 1; 2414 const int max_grace = 1;
2433 2415
2434 if (op->contr->outputs_sync) { 2416 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2417 {
2436 if (op->contr->outputs[i].buf!=NULL && 2418 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2419 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2439 } 2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2440 2434
2441 if(op->contr->state==ST_PLAYING) { 2435 if (op->contr->ns->state == ST_PLAYING)
2442 2436 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2438 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) 2439 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2441 else
2442 {
2443 gen_hp = op->stats.maxhp;
2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2445 }
2446
2447 if (op->contr->gen_sp >= 0)
2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2449 else
2450 {
2451 gen_sp = op->stats.maxsp;
2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2453 }
2454
2455 if (op->contr->gen_grace >= 0)
2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457 else
2458 {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
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 {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504
2505 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2515 if (over_grace > 0)
2516 {
2517 op->stats.sp += over_grace
2518 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2519 op->last_grace = 0;
2520 }
2521 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 /* wearing stuff doesn't detract from grace generation. */
2531 }
2532
2533 /* Regenerate Hit Points */
2534 if (--op->last_heal < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2538 op->stats.hp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568
2569 /* Digestion */
2570 if (--op->last_eat < 0)
2571 {
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573
2574 if (op->contr->gen_hp > 0)
2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2576 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2561 /* dms do not consume food */ 2579 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2581 op->stats.food--;
2564 } 2582 }
2565 2583
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2585 {
2586 object *tmp, *flesh = 0;
2568 2587
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2589 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2591 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2595 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2597 break;
2576 } 2598 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2599 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2600 flesh = tmp;
2579 } /* end of for loop */ 2601 } /* End if paid for object */
2602 } /* end of for loop */
2603
2580 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2605 * eat flesh instead.
2582 */ 2606 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2608 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2610 manual_apply (op, flesh, 0);
2586 } 2611 }
2587 } /* end if player is starving */ 2612 }
2588 2613
2589 while(op->stats.food<0&&op->stats.hp>0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2591 2616
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2618 kill_player (op);
2619 }
2594} 2620}
2595
2596
2597 2621
2598/* If the player should die (lack of hp, food, etc), we call this. 2622/* 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 2623 * 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 2624 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2625 * file.
2602 */ 2626 */
2627void
2603void kill_player(object *op) 2628kill_player (object *op)
2604{ 2629{
2605 char buf[MAX_BUF]; 2630 char buf[MAX_BUF];
2606 int x,y,i; 2631 int x, y;
2632
2633 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2634 maptile *map; /* this is for resurrection */
2635
2608 int z; 2636 /* int z;
2609 int num_stats_lose; 2637 int num_stats_lose;
2610 int lost_a_stat; 2638 int lost_a_stat;
2611 int lose_this_stat; 2639 int lose_this_stat;
2612 int this_stat; 2640 int this_stat; */
2613 int will_kill_again; 2641 int will_kill_again;
2614 archetype *at; 2642 archetype *at;
2615 object *tmp; 2643 object *tmp;
2616 2644
2617 if(save_life(op)) 2645 if (save_life (op))
2618 return; 2646 return;
2619 2647
2620 2648
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2649 /* 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. 2650 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2651 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2652 */
2625 if (op_on_battleground(op, &x, &y)) { 2653 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2654 {
2627 "You have been defeated in combat!"); 2655 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, 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2657
2630
2631 /* restore player */ 2658 /* restore player */
2632 at = find_archetype("poisoning"); 2659 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2661 {
2635 remove_ob(tmp); 2662 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2664 }
2639 2665
2640 at = find_archetype("confusion"); 2666 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2668 {
2643 remove_ob(tmp); 2669 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2671 }
2647 2672
2648 cure_disease(op,0); /* remove any disease */ 2673 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2675 if (op->stats.food <= 0)
2651 2676 op->stats.food = 999;
2677
2652 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2680 {
2656 sprintf(buf,"%s's finger",op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2682 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2686 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2687 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2688 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2689 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 2690 }
2691
2669 /* teleport defeated player to new destination*/ 2692 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2694 op->contr->braced = 0;
2672 return; 2695 return;
2673 } 2696 }
2674 2697
2675 INVOKE_PLAYER (DEATH, op->contr); 2698 INVOKE_PLAYER (DEATH, op->contr);
2676 2699
2677 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2678 2701
2679 if(op->stats.food<0) { 2702 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2705 strcpy (op->contr->killer, "starvation");
2688 } 2706 }
2689 else { 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
2697 } 2709
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2711
2700 /* save the map location for corpse, gravestone*/ 2712 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2713 x = op->x;
2714 y = op->y;
2715 map = op->map;
2702 2716
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2718 * 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. 2719 * See the config.h file for a little more in depth detail about this.
2708 */ 2720 */
2709 2721
2710 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2724 * of death.
2713 */ 2725 */
2714#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2727 if (settings.balanced_stat_loss)
2728 {
2716 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2731 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2734 little bit harder. */
2722 /* GD */ 2735 /* GD */
2723 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2737 num_stats_lose = 1;
2725 else 2738 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2740 }
2741 else
2728 num_stats_lose = 1; 2742 num_stats_lose = 1;
2729 } 2743
2730 lost_a_stat = 0; 2744 lost_a_stat = 0;
2731 2745
2732 for (z=0; z<num_stats_lose; z++) { 2746 for (z = 0; z < num_stats_lose; z++)
2747 {
2733 i = RANDOM() % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
2734 2749
2735 if (settings.stat_loss_on_death) { 2750 if (settings.stat_loss_on_death)
2751 {
2736 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2753 * what he lost.
2738 */ 2754 */
2739 change_attr_value(&(op->stats), i,-1); 2755 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2756 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2760 lost_a_stat = 1;
2745 } else { 2761 }
2762 else
2763 {
2746 /* deplete a stat */ 2764 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2765 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2749 2770 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2771 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2772 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 2773 }
2783 if (lose_this_stat) { 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
2776 {
2777 /* GD */
2778 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2779 this_stat = get_attr_value (&(dep->stats), i);
2780 if (this_stat < 0)
2781 {
2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2783 int keep_chance = this_stat * this_stat;
2784
2785 /* Yes, I am paranoid. Sue me. */
2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2791 {
2792 lose_this_stat = 0;
2793 /* Take loss chance vs keep chance to see if we
2794 retain the stat. */
2795 }
2796 else
2797 {
2798 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
2803 }
2804 }
2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2810 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2811 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2812 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2813 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2814 * difference.
2790 */ 2815 */
2791 if (this_stat>=-50) { 2816 if (this_stat >= -50)
2817 {
2792 change_attr_value(&(dep->stats), i, -1); 2818 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2819 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2821 op->update_stats ();
2796 lost_a_stat = 1; 2822 lost_a_stat = 1;
2797 } 2823 }
2798 } 2824 }
2825 }
2799 } 2826 }
2800 }
2801 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2828 if (!lost_a_stat)
2803 { 2829 {
2804 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2831 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2832 const char *god = determine_god (op);
2833
2807 if (god && (strcmp(god, "none"))) 2834 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2835 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" 2836 else
2810 " you.", god); 2837 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 } 2838 }
2839#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2841#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 2842
2819 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2844 * exp loss on the stone.
2821 */ 2845 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2848 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2850 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2851 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" 2852 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; 2853 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2855
2836 /**************************************/ 2856 /**************************************/
2837 /* */ 2857 /* */
2838 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
2841 /* */ 2861 /* */
2842 /**************************************/ 2862 /**************************************/
2843 2863
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2864 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2865 /* restore player */
2846 at = find_archetype("poisoning"); 2866 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2867 tmp = present_arch_in_ob (at, op);
2868
2848 if (tmp) { 2869 if (tmp)
2849 remove_ob(tmp); 2870 {
2850 free_object(tmp); 2871 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2873 }
2853 2874
2854 at = find_archetype("confusion"); 2875 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2876 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2877 if (tmp)
2857 remove_ob(tmp); 2878 {
2858 free_object(tmp); 2879 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2881 }
2882
2861 cure_disease(op,0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
2862 2884
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2886 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2887 if (op->stats.food < 100)
2888 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2892
2870 /* 2893 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2894 * 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 2895 * and put them back in the map.
2873 * in the map. 2896 */
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); 2897 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2898
2884 /****************************************/ 2899 /****************************************/
2885 /* */ 2900 /* */
2886 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
2888 /* */ 2903 /* */
2889 /****************************************/ 2904 /****************************************/
2890 2905
2891 enter_player_savebed(op); 2906 enter_player_savebed (op);
2892 2907
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2908 op->contr->braced = 0;
2897 save_player(op,1);
2898 2909
2899 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2913 * on the space that might harm the player.
2903 */ 2914 */
2904 will_kill_again=0; 2915 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
2908 } 2919
2909 if (will_kill_again) { 2920 if (will_kill_again)
2921 {
2910 object *force; 2922 object *force;
2911 int at; 2923 int at;
2912 2924
2913 force=get_archetype(FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2927 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2928 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2930 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2932 force->resist[at] = 100;
2921 } 2933
2922 insert_ob_in_ob(force, op); 2934 insert_ob_in_ob (force, op);
2923 fix_player(op); 2935 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2936
2937 }
2938
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2939 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} 2940}
2999 2941
3000 2942void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2943loot_object (object *op)
2944{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2945 object *tmp, *tmp2, *next;
3003 2946
3004 if (op->container) { /* close open sack first */ 2947 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2948
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2949 for (tmp = op->inv; tmp; tmp = next)
2950 {
3009 next=tmp->below; 2951 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2952
3011 remove_ob(tmp); 2953 if (tmp->invisible)
2954 continue;
2955
2956 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2957 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2958
3014 loot_object(tmp); 2959 if (tmp->type == CONTAINER)
3015 } 2960 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2961
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2963 {
3018 if(tmp->nrof>1) { 2964 if (tmp->nrof > 1)
2965 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2967 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
2969 }
2970 else
2971 tmp->destroy ();
2972 }
3022 } else 2973 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2975 }
3027} 2976}
3028 2977
3029/* 2978/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2981 * was changed.
3033 */ 2982 */
3034 2983void
3035void fix_weight(void) { 2984fix_weight (void)
3036 player *pl; 2985{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2986 for_all_players (pl)
2987 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2989
3039 if(old == sum) 2990 if (old == sum)
3040 continue; 2991 continue;
3041 fix_player(pl->ob); 2992 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2994 }
3045} 2995}
3046 2996
2997void
3047void fix_luck(void) { 2998fix_luck (void)
3048 player *pl; 2999{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3000 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3002 pl->ob->change_luck (0);
3052} 3003}
3053
3054 3004
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3058 */ 3008 */
3059
3060void 3009void
3061cast_dust (object * op, object * throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3062{ 3011{
3063 object *skop, *spob; 3012 object *skop, *spob;
3064 3013
3065 skop = find_skill_by_name (op, throw_ob->skill); 3014 skop = find_skill_by_name (op, throw_ob->skill);
3066 3015
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3016 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3017 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3018 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3019 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3020 return;
3073 } 3021 }
3074 3022
3075 spob = throw_ob->inv; 3023 spob = throw_ob->inv;
3076 3024
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3025 // 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 3026 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3027 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3028 if (!spob)
3081 { 3029 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3030 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; 3031 return;
3085 } 3032 }
3086 3033
3087 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3035 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3036
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3037 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3038
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3039 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3040}
3096 3041
3042void
3097void make_visible (object *op) { 3043make_visible (object *op)
3044{
3098 op->hide = 0; 3045 op->hide = 0;
3099 op->invisible = 0; 3046 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) 3047 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3048 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3049 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3050 op->contr->invis_race = 0;
3051 }
3052
3053 update_object (op, UP_OBJ_CHANGE);
3054}
3055
3056int
3057is_true_undead (object *op)
3058{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3060 return 1;
3061
3116 return 0; 3062 return 0;
3117} 3063}
3118 3064
3119/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3067 * indicate greater hideability.
3122 */ 3068 */
3123 3069
3070int
3124int hideability(object *ob) { 3071hideability (object *ob)
3072{
3125 int i,level=0, mflag; 3073 int i, level = 0, mflag;
3126 sint16 x,y; 3074 sint16 x, y;
3127 3075
3128 if(!ob||!ob->map) return 0; 3076 if (!ob || !ob->map)
3077 return 0;
3129 3078
3130 /* so, on normal lighted maps, its hard to hide */ 3079 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3080 level = ob->map->darkness - 2;
3132 3081
3133 /* this also picks up whether the object is glowing. 3082 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3083 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3084 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3085 if (has_carried_lights (ob))
3086 level = -(10 + (2 * ob->map->darkness));
3137 3087
3138 /* scan through all nearby squares for terrain to hide in */ 3088 /* 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]) { 3089 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3090 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3091 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3092 if (mflag & P_OUT_OF_MAP)
3093 {
3094 continue;
3095 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3096 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3097 level += 2;
3144 else /* open terrain! */ 3098 else /* open terrain! */
3145 level -= 1; 3099 level -= 1;
3146 } 3100 }
3147 3101
3148#if 0 3102#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3103 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3104#endif
3151 return level; 3105 return level;
3152} 3106}
3153 3107
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3108/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3109 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3110 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3111 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3112 */
3159 3113
3114void
3160void do_hidden_move (object *op) { 3115do_hidden_move (object *op)
3116{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3118 object *skop;
3163 3119
3164 if(!op || !op->map) return; 3120 if (!op || !op->map)
3121 return;
3165 3122
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3124
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3126 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3127 if (!skop || num >= skop->level)
3128 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3130 make_visible (op);
3173 return; 3131 return;
3174 } else num += 20;
3175 } 3132 }
3133 else
3134 num += 20;
3135
3176 num += op->map->difficulty; 3136 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3138 num -= hide;
3139
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3141 {
3180 make_visible(op); 3142 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3143 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3145 }
3184 else if (op->type == PLAYER && skop) { 3146 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3148}
3188 3149
3189/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3190 3151
3152int
3191int stand_near_hostile( object *who ) { 3153stand_near_hostile (object *who)
3154{
3192 object *tmp=NULL; 3155 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3156 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3157 maptile *m;
3195 sint16 x,y; 3158 sint16 x, y;
3196 3159
3197 if(!who) return 0; 3160 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; 3161 return 0;
3162
3163 if (who->type == PLAYER)
3164 player = 1;
3165
3166 else
3167 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3168
3169 /* search adjacent squares */
3170 for (i = 1; i < 9; i++)
3171 {
3172 x = who->x + freearr_x[i];
3173 y = who->y + freearr_y[i];
3174 m = who->map;
3175 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space.
3178 */
3179 if (mflags & P_OUT_OF_MAP)
3180 continue;
3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3182 continue;
3183
3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3185 {
3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3187 return 1;
3188 else if (tmp->type == PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding */
3191 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 }
3194 }
3195 }
3196 return 0;
3227} 3197}
3228 3198
3229/* check the player los field for viewability of the 3199/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3200 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3201 * 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. 3208 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3209 * -b.t.
3240 * This function is now map tiling safe. 3210 * This function is now map tiling safe.
3241 */ 3211 */
3242 3212
3213int
3243int player_can_view (object *pl,object *op) { 3214player_can_view (object *pl, object *op)
3215{
3244 rv_vector rv; 3216 rv_vector rv;
3245 int dx,dy; 3217 int dx, dy;
3246 3218
3247 if(pl->type!=PLAYER) { 3219 if (pl->type != PLAYER)
3220 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3221 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; 3222 return -1;
3274 op = op->more;
3275 } 3223 }
3224
3225 if (!pl || !op)
3276 return 0; 3226 return 0;
3227
3228 op = op->head_ ();
3229
3230 get_rangevector (pl, op, &rv, 0x1);
3231
3232 /* starting with the 'head' part, lets loop
3233 * through the object and find if it has any
3234 * part that is in the los array but isnt on
3235 * a blocked los square.
3236 * we use the archetype to figure out offsets.
3237 */
3238 while (op)
3239 {
3240 dx = rv.distance_x + op->arch->clone.x;
3241 dy = rv.distance_y + op->arch->clone.y;
3242
3243 /* only the viewable area the player sees is updated by LOS
3244 * code, so we need to restrict ourselves to that range of values
3245 * for any meaningful values.
3246 */
3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3250 return 1;
3251 op = op->more;
3252 }
3253 return 0;
3277} 3254}
3278 3255
3279/* routine for both players and monsters. We call this when 3256/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3257 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3258 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3259 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3260 * return 0.
3284 */ 3261 */
3262int
3285int action_makes_visible (object *op) { 3263action_makes_visible (object *op)
3264{
3286 3265
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3266 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3267 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3268 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3269 return 0;
3290 3270
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3271 if (op->contr && op->contr->tmp_invis == 0)
3272 return 0;
3292 3273
3293 /* If monsters, they should become visible */ 3274 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3275 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3276 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3277 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3278 return 1;
3297 } 3279 }
3298 } 3280 }
3299 return 0; 3281 return 0;
3300} 3282}
3301 3283
3302/* op_on_battleground - checks if the given object op (usually 3284/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3285 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3286 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3287 * -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 3288 * 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 3289 * 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 3290 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3291 */
3292int
3310int op_on_battleground (object *op, int *x, int *y) { 3293op_on_battleground (object *op, int *x, int *y)
3294{
3311 object *tmp; 3295 object *tmp;
3312 3296
3313 /* A battleground-tile needs the following attributes to be valid: 3297 /* 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), 3298 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3299 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3300 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3301 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3302 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3303 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3304 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3306 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3308 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3309 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3310 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3311 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3312 {
3326 object *invtmp; 3313 object *invtmp;
3314
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3315 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3316 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3317 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3318 {
3319 if (x != NULL && y != NULL)
3320 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3321 return 1;
3322 }
3323 }
3324 }
3330 if (x != NULL && y != NULL) 3325 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3326 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3327 return 1;
3333 } 3328 }
3334 } 3329 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3330 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3331 /* If we got here, did not find a battleground */
3343 return 0; 3332 return 0;
3344} 3333}
3345 3334
3346/* 3335/*
3350 * attributes: 3339 * attributes:
3351 * object *who the dragon player 3340 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3341 * int atnr the attack-number of the ability focus
3353 * int level ability level 3342 * int level ability level
3354 */ 3343 */
3344void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3345dragon_ability_gain (object *who, int atnr, int level)
3346{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3347 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3348 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3349 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3350 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3352 int i = 0, j = 0;
3362 3353
3363 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3372 3363
3373 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3374 return; 3365 return;
3375 3366
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3368
3378 3369 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3370 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3372 return;
3382 } 3373 }
3383 3374
3384 /* everything seems okay - now bring on the gift: */ 3375 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3376 item = &(tr->item->clone);
3386 3377
3387 if (item->type == SPELL) { 3378 if (item->type == SPELL)
3379 {
3388 if (check_spell_known (who, item->name)) 3380 if (check_spell_known (who, item->name))
3389 return; 3381 return;
3390 3382
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3383 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); 3384 do_learn_spell (who, item, 0);
3393 return; 3385 return;
3394 } 3386 }
3395 3387
3396 /* grant direct spell */ 3388 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3389 if (item->type == SPELLBOOK)
3390 {
3398 if (!item->inv) { 3391 if (!item->inv)
3392 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3393 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3394 return;
3402 } 3395 }
3403 if (check_spell_known (who, item->inv->name)) 3396 if (check_spell_known (who, item->inv->name))
3404 return; 3397 return;
3405 if (item->invisible) { 3398 if (item->invisible)
3399 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3400 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); 3401 do_learn_spell (who, item->inv, 0);
3408 return; 3402 return;
3409 } 3403 }
3410 } 3404 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3405 else if (item->type == SKILL_TOOL && item->invisible)
3406 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3407 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3408 {
3413 3409
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3410 /* 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 3411 * 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, 3412 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3413 * but not all of them, he gets nothing.
3418 */ 3414 */
3419 if (!(skop->attacktype & item->attacktype)) { 3415 if (!(skop->attacktype & item->attacktype))
3416 {
3420 /* Give new attacktype */ 3417 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3418 skop->attacktype |= item->attacktype;
3422 3419
3423 /* always add physical if there's none */ 3420 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3421 skop->attacktype |= AT_PHYSICAL;
3425 3422
3426 if (item->msg != NULL) 3423 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3425
3429 /* Give player new face */ 3426 /* Give player new face */
3430 if (item->animation_id) { 3427 if (item->animation_id)
3428 {
3431 who->face = skop->face; 3429 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3430 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3431 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3432 who->last_anim = 0;
3435 who->state = 0; 3433 who->state = 0;
3436 animate_object(who, who->direction); 3434 animate_object (who, who->direction);
3437 } 3435 }
3436 }
3437 }
3438 } 3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3439 else if (item->type == FORCE)
3440 {
3442 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3442 object *skin;
3443
3444 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3447 ;
3448 3448
3449 if (!skin)
3450 return;
3451
3449 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3454 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3456
3453 /* print message */ 3457 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3458 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3459 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3460 {
3457 if (j) 3461 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3462 {
3459 else 3463 if (j)
3460 j = 1; 3464 strcat (buf, " and ");
3465 else
3466 j = 1;
3461 strcat(buf, spellpathnames[i]); 3467 strcat (buf, spellpathnames[i]);
3462 } 3468 }
3463 } 3469 }
3464 strcat(buf,"."); 3470 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3471 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3472 }
3467 3473
3468 /* evtl. adding flags: */ 3474 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3475 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3476 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3477 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3478 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3479 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3480 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3481
3476 /* print message if there is one */ 3482 /* print message if there is one */
3477 if (item->msg != NULL) 3483 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3484 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3485 }
3486 else
3479 } 3487 {
3480 else {
3481 /* generate misc. treasure */ 3488 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3489 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3490 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); 3491 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3492 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3493 esrv_send_item (who, tmp);
3487 } 3494 }
3488} 3495}
3489 3496
3490/** 3497/**
3491 * Unready an object for a player. This function does nothing if the object was 3498 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3499 * not readied.
3493 */ 3500 */
3501void
3494void player_unready_range_ob(player *pl, object *ob) { 3502player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3503{
3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3496 3506
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3507 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3508 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3509
3500 if (pl->shoottype == i) { 3510 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3511 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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