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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 1.145 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
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)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
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::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 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; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 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}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 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 } 303 }
229 304
230 /* Clears basically the entire player structure except 305 if (ob)
231 * for next and socket. 306 ob->close_container (); //TODO: client-specific
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
235 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 328 * we deal with that below this point.
237 */ 329 */
238 p->party=NULL; 330 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 333
244#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 335
246#endif 336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
247 356 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 357 ob->destroy_inv (false);
358 ob->destroy ();
249 359 }
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} 360}
301 361
302 362player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 363{
306 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
307 op->x = -1; 365 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 366}
311 367
312/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
314 * mode. 370 * mode.
315 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
316 376
317int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 378
320 p=get_player(NULL); 379 pl->ob->roll_stats ();
321 p->socket = *ns; 380 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 381 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 382
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); 383 set_first_map (pl->ob);
332 384
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; 385 return pl;
340} 386}
341 387
342/* 388/*
343 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
346 */ 392 */
393archetype *
347archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
348{ 395{
349 archetype *start = at; 396 archetype *start = at;
397
350 for (;;) { 398 for (;;)
399 {
351 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
352 at=first_archetype; 401 at = first_archetype;
353 else 402 else
354 at=at->next; 403 at = at->next;
404
355 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
356 return at; 406 return at;
407
357 if (at == start) { 408 if (at == start)
409 {
358 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 411 exit (-1);
360 } 412 }
361 } 413 }
362} 414}
363 415
364 416object *
365object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
366 object *op = NULL; 419 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 420 objectlink *ol;
369 unsigned lastdist; 421 unsigned lastdist;
370 rv_vector rv; 422 rv_vector rv;
371 423
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 {
373 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
377 */ 430 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
379 object *tmp=ol->ob; 433 object *tmp = ol->ob;
380 434
381 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 436 * itself will have been cleared.
383 */ 437 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
385 ol = ol->next; 440 ol = ol->next;
386 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
387 if (!ol) return op; 442 if (!ol)
388 } 443 return op;
444 }
389 445
390 /* Remove special check for player from this. First, it looks to cause 446 /* 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 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 448 * 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 449 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
396 */ 452 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 454 continue;
399 455
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) { 456 if (lastdist > rv.distance)
409 op=pl->ob; 457 {
458 op = ol->ob;
410 lastdist=rv.distance; 459 lastdist = rv.distance;
460 }
411 } 461 }
412 } 462
413 } 463 for_all_players (pl)
464 if (can_detect_enemy (mon, pl->ob, &rv))
465 if (lastdist > rv.distance)
466 {
467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
414#if 0 471#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
419 476
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* 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 478 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * 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. 515 * 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, 516 * 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 517 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 518 * is blocking itself.
463 */ 519 */
520int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
465 rv_vector rv; 523 rv_vector rv;
466 sint16 x,y; 524 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
469 527
470 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
471 529
472 if (rv.distance<mindiff) return 0; 530 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; 531 return 0;
725}
726 532
727void confirm_password(object *op) { 533 x = mon->x;
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 539
729 op->contr->write_buf[0]='\0'; 540 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 541 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 542 return 0;
732}
733 543
544 while (diff > 1 && max > 0)
545 {
546 lastx = x;
547 lasty = y;
548 lastmap = m;
549 x = lastx + freearr_x[dir];
550 y = lasty + freearr_y[dir];
551
552 mflags = get_map_flags (m, &m, x, y, &x, &y);
553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554
555 /* Space is blocked - try changing direction a little */
556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
559 /* recalculate direction from last good location. Possible
560 * we were not traversing ideal location before.
561 */
562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
563 if (rv.direction != dir)
564 {
565 /* OK - says direction should be different - lets reset the
566 * the values so it will try again.
567 */
568 x = lastx;
569 y = lasty;
570 m = lastmap;
571 dir = firstdir = rv.direction;
572 }
573 else
574 {
575 /* direct path is blocked - try taking a side step to
576 * either the left or right.
577 * Note increase the values in the loop below to be
578 * more than -1/1 respectively will mean the monster takes
579 * bigger detour. Have to be careful about these values getting
580 * too big (3 or maybe 4 or higher) as the monster may just try
581 * stepping back and forth
582 */
583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
586 continue; /* already did this, so skip it */
587 /* Use lastdir here - otherwise,
588 * since the direction that the creature should move in
589 * may change, you could get infinite loops.
590 * ie, player is northwest, but monster can only
591 * move west, so it does that. It goes some distance,
592 * gets blocked, finds that it should move north,
593 * can't do that, but now finds it can move east, and
594 * gets back to its original point. lastdir contains
595 * the last direction the creature has successfully
596 * moved.
597 */
598
599 x = lastx + freearr_x[absdir (lastdir + i)];
600 y = lasty + freearr_y[absdir (lastdir + i)];
601 m = lastmap;
602 mflags = get_map_flags (m, &m, x, y, &x, &y);
603 if (mflags & P_OUT_OF_MAP)
604 continue;
605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
608 if (mflags & P_BLOCKSVIEW)
609 continue;
610
611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
613 }
614 /* go through entire loop without finding a valid
615 * sidestep to take - thus, no valid path.
616 */
617 if (i == (DETOUR_AMOUNT + 1))
618 return 0;
619 diff--;
620 lastdir = dir;
621 max--;
622 if (!firstdir)
623 firstdir = dir + i;
624 } /* else check alternate directions */
625 } /* if blocked */
626 else
627 {
628 /* we moved towards creature, so diff is less */
629 diff--;
630 max--;
631 lastdir = dir;
632 if (!firstdir)
633 firstdir = dir;
634 }
635
636 if (diff <= 1)
637 {
638 /* Recalculate diff (distance) because we may not have actually
639 * headed toward player for entire distance.
640 */
641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 }
644
645 if (diff > max)
646 return 0;
647 }
648
649 /* If we reached the max, didn't find a direction in time */
650 if (!max)
651 return 0;
652
653 return firstdir;
654}
655
656void
657give_initial_items (object *pl, treasurelist * items)
658{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663
664 for (op = pl->inv; op; op = next)
665 {
666 next = op->below;
667
668 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way
670 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
672 SET_FLAG (op, FLAG_APPLIED);
673
674 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions
676 */
677 if (pl->type == PLAYER)
678 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
680 (op->type == ARMOUR || op->type == BOOTS ||
681 op->type == CLOAK || op->type == HELMET ||
682 op->type == SHIELD || op->type == GLOVES ||
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684 {
685 op->destroy ();
686 continue;
687 }
688 }
689
690 /* This really needs to be better - we should really give
691 * a substitute spellbook. The problem is that we don't really
692 * have a good idea what to replace it with (need something like
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */
696 if (op->type == SPELLBOOK || op->type == SKILL)
697 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 {
706 op->destroy ();
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708 continue;
709 }
710
711 if (op->nrof > 1)
712 op->nrof = 1;
713 }
714
715 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719
720 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be
722 * merged properly.
723 */
724 if (need_identify (op))
725 {
726 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
731 {
732 op->destroy ();
733 continue;
734 }
735 else if (op->type == SKILL)
736 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0;
739 op->level = 1;
740 }
741 /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */
745
746 /* Need to set up the skill pointers */
747 link_player_skills (pl);
748}
749
750void
734void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
735 if (party == NULL) { 753 if (party == NULL)
754 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 756 return;
738 } 757 }
758
739 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 763}
744
745 764
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int
747int roll_stat(void) { 767roll_stat (void)
768{
748 int a[4],i,j,k; 769 int a[4], i, j, k;
749 770
750 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
752 773
753 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 775 if (a[i] < k)
755 k=a[i],j=i; 776 k = a[i], j = i;
756 777
757 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 779 if (i != j)
759 k+=a[i]; 780 k += a[i];
760 } 781
761 return k; 782 return k;
762} 783}
763 784
764void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
765 int sum=0; 792 int sum = 0;
766 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
768 795
769 do { 796 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 797 break;
771 op->stats.Dex=roll_stat(); 798 }
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);
781 799
782 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 801 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;
790 802
791 /* a quick and dirty bubblesort? */ 803 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]; 804 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];
810 805
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; 806 stats.exp = 0;
822 op->stats.ac=0; 807 stats.ac = 0;
823 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
824 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
827 818
828 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
829 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
832 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
833} 851}
834 852
835void Roll_Again(object *op) 853static void
854start_info (object *op)
836{ 855{
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]; 856 char buf[MAX_BUF];
845 857
846 if ( op->contr->Swap_First == -1 ) { 858 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); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 860 //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); 861 //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} 862}
954 863
955/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
959 * not the class. 868 * not the class.
960 */ 869 */
961 870void
962int key_change_class(object *op, char key) 871player::chargen_race_done ()
963{ 872{
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 */ 873 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
978 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
980 882
981 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
982 884
983 if (op->msg) { 885 if (ob->msg)
984 free_string(op->msg); 886 ob->msg = 0;
985 op->msg=NULL;
986 }
987 887
988 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
989 * to save here. 889 * 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 */ 890 */
1030 891 {
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]; 892 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); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1102 next = mp->next; 895 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 896
1104 delete_map(mp); 897 start_info (ob);
1105 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1106 899 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob);
902 ob->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
1108 } 908 {
1109 play_again(op); 909 object *tmp;
1110 return 1; 910 char mapname[MAX_BUF];
1111}
1112 911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
925
926void
927player::chargen_race_next ()
928{
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 do
934 {
935 shstr name = ob->name;
936 int x = ob->x, y = ob->y;
937
938 ob->remove_statbonus ();
939 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob);
942 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name;
945 ob->x = x;
946 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name);
950 ob->add_statbonus ();
951 }
952 while (!allowed_class (ob));
953
954 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, ob, ob);
956 ob->update_stats ();
957 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0;
960}
961
962void
1113void flee_player(object *op) { 963flee_player (object *op)
964{
1114 int dir,diff; 965 int dir, diff;
1115 rv_vector rv; 966 rv_vector rv;
1116 967
1117 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 972 return;
1121 } 973 }
1122 974
1123 if(op->enemy==NULL) { 975 if (op->enemy == NULL)
976 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 977 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 979 return;
1127 } 980 }
1128 981
1129 /* Seen some crashes here. Since we don't store an 982 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 983 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 984 * actual enemy, and the object is recycled.
1132 */ 985 */
1133 if (op->enemy->map == NULL) { 986 if (op->enemy->map == NULL)
987 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 989 op->enemy = NULL;
1136 return; 990 return;
1137 } 991 }
1138 992
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
1140 op->enemy=NULL; 995 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 997 return;
1143 } 998 }
999
1144 get_rangevector(op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1145 1001
1146 dir=absdir(4+rv.direction); 1002 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1003 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 } 1004 {
1005 int m = 1 - (RANDOM () & 2);
1006
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 return;
1009 }
1010
1154 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1013 op->enemy = NULL;
1157} 1014}
1158
1159 1015
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* 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 1017 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1018 * stop.
1163 */ 1019 */
1020int
1164int check_pick(object *op) { 1021check_pick (object *op)
1022{
1165 object *tmp, *next; 1023 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1024 int stop = 0;
1168 int j, k, wvratio; 1025 int wvratio;
1169 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1170
1171 1027
1172 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1174 return 1; 1030 return 1;
1175 1031
1176 op_tag = op->count;
1177
1178 next = op->below; 1032 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1033
1182 /* loop while there are items on the floor that are not marked as 1034 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1035 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1185 { 1037 {
1186 tmp = next; 1038 tmp = next;
1187 next = tmp->below; 1039 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1040
1191 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1192 return 0; 1042 return 0;
1193 1043
1194 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1195 continue; 1045 continue;
1196 1046
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1048 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1050 pick_up (op, tmp);
1201 continue; 1051 continue;
1202 } 1052 }
1203 1053
1204 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1206 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1058 {
1208 case 1: pick_up (op, tmp); 1059 case 0:
1209 return 1; 1060 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1061 case 1:
1211 return 0; 1062 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1063 return 1;
1213 case 4: pick_up (op, tmp); 1064 case 2:
1214 break; 1065 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1066 return 0;
1216 stop = 1; 1067 case 3:
1217 break; 1068 return 0; /* stop before pickup */
1218 case 6: 1069 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1070 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1071 break;
1221 pick_up(op, tmp); 1072 case 5:
1222 break; 1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1223 1080
1224 case 7: 1081 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1083 pick_up (op, tmp);
1227 break; 1084 break;
1228 1085
1229 default: 1086 default:
1230 /* use value density */ 1087 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1090 pick_up (op, tmp);
1234 >= op->contr->mode) 1091 }
1235 pick_up(op,tmp); 1092 }
1236 } 1093 else
1237 } 1094 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1241 { 1097 {
1242 /* some debugging code to figure out item information */ 1098 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1099 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1101 &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)))); 1102 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1104 &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)))); 1105
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1252 1108
1253 sprintf(putstring,"...flags: "); 1109 /* philosophy:
1254 for(k=0;k<4;k++) 1110 * It's easy to grab an item type from a pile, as long as it's
1255 { 1111 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1112 * and selections, select-items should be used. This is a
1257 { 1113 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1114 * example.
1259 { 1115 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1116 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1117 * convert to decimal and then 'pickup <#>
1262 } 1118 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1267#if 0 1345#if 0
1268 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1270 { 1348 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1350 }
1273 { 1351 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1354 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 1355#endif
1356 continue;
1357 }
1358 }
1359 } /* the new pickup model */
1280 } 1360 }
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 1361
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; 1362 return !stop;
1444} 1363}
1445 1364
1446/* 1365/*
1447 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1368 * found object is returned.
1450 */ 1369 */
1370object *
1451object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1452{ 1372{
1453 object *tmp = NULL; 1373 object *tmp = 0;
1454 1374
1455 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1376 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); 1377 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1460 return op; 1379 return op;
1380
1461 return tmp; 1381 return tmp;
1462} 1382}
1463 1383
1464/* 1384/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * 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 1386 * 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 1387 * 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. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1389 */
1470 1390object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1392{
1473 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1475 1395
1476 if (!type) 1396 if (!type)
1477 return NULL; 1397 return NULL;
1478 1398
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1402 {
1403 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1405 if (i > betterby)
1485 tmp = ntmp; 1406 {
1486 betterby = i; 1407 tmp = ntmp;
1487 } 1408 betterby = i;
1409 }
1410 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1489 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1415 {
1492 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1417 {
1494 return arrow; 1418 *better = 100;
1495 } else { 1419 return arrow;
1496 tmp = arrow; 1420 }
1421 else
1422 {
1423 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1425 }
1499 } else { 1426 }
1427 else
1428 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1501 attacktype = 1<<attacknum; 1431 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1432 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) { 1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1434 {
1435 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1437 }
1507 } 1438 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1440 {
1441 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1443 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1445 {
1446 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1448 }
1449 }
1450 }
1516 } 1451 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1453 return find_arrow (op, type);
1521 1454
1522 *better = betterby; 1455 *better = betterby;
1523 return tmp; 1456 return tmp;
1524} 1457}
1525 1458
1526/* looks in a given direction, finds the first valid target, and calls 1459/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1461 * op = the shooter
1529 * type = bow->race 1462 * type = bow->race
1530 * dir = fire direction 1463 * dir = fire direction
1531 */ 1464 */
1532 1465object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1534{ 1467{
1535 object *tmp = NULL; 1468 object *tmp = NULL;
1536 mapstruct *m; 1469 maptile *m;
1537 int i, mflags, found, number; 1470 int i, mflags, found, number;
1538 sint16 x, y; 1471 sint16 x, y;
1539 1472
1540 if (op->map == NULL) 1473 if (op->map == NULL)
1541 return find_arrow(op, type); 1474 return find_arrow (op, type);
1542 1475
1543 /* do a dex check */ 1476 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 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))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1479 return find_arrow (op, type);
1547 1480
1548 m = op->map; 1481 m = op->map;
1549 x = op->x; 1482 x = op->x;
1550 y = op->y; 1483 y = op->y;
1551 1484
1552 /* find the first target */ 1485 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1554 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1558 tmp = NULL; 1493 tmp = NULL;
1559 break; 1494 break;
1495 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1499 * perhaps a bad assumption.
1563 */ 1500 */
1564 tmp = NULL; 1501 tmp = NULL;
1565 break; 1502 break;
1566 } 1503 }
1567 if (mflags & P_IS_ALIVE) { 1504 if (mflags & P_IS_ALIVE)
1505 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1508 {
1571 break; 1509 found++;
1572 } 1510 break;
1511 }
1573 if (found) 1512 if (found)
1574 break; 1513 break;
1575 } 1514 }
1576 } 1515 }
1577 if (tmp == NULL) 1516 if (tmp == NULL)
1578 return find_arrow(op, type); 1517 return find_arrow (op, type);
1579 1518
1580 if (tmp->head) 1519 if (tmp->head)
1581 tmp = tmp->head; 1520 tmp = tmp->head;
1582 1521
1583 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1584} 1523}
1585 1524
1586/* 1525/*
1587 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1530 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1531 * 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 1532 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1533 * player fire modes.
1595 */ 1534 */
1535int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1537{
1599 object *left, *bow; 1538 object *left, *bow;
1600 tag_t left_tag, tag; 1539 int mflags;
1601 int bowspeed, mflags; 1540 maptile *m;
1602 mapstruct *m;
1603 1541
1604 if (!dir) { 1542 if (!dir)
1543 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1607 } 1551 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* 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. 1554 * don't need to switch back and forth between bows and weapons.
1614 */ 1555 */
1615 if(bow->type==BOW) 1556 if (bow->type == BOW)
1616 break; 1557 break;
1617 1558
1618 if (!bow) { 1559 if (!bow)
1560 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1562 return 0;
1621 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1622 } 1572 }
1573
1623 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1577 return 0;
1626 } 1578 }
1627 1579
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) { 1580 if (arrow == NULL)
1581 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1638 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 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 */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1587 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1644 return 0; 1590 return 0;
1645 } 1591 }
1646 } 1592 }
1593
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1596 return 0;
1650 } 1597
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1601 return 0;
1654 } 1602 }
1655 1603
1656 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1606 {
1607 arrow->destroy ();
1608 return 0;
1609 }
1662 1610
1663 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1616 return 0;
1669 return 0;
1670 } 1617 }
1671 set_owner(arrow, op); 1618
1672 if (arrow->skill) free_string(arrow->skill); 1619 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1620 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1621 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1622
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 */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1688 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1690 1629
1691 /* Note that this was different for monsters - they got their level 1630#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1693 */
1694 1632 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1699 /* update the speed */ 1647 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1649 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1650
1705 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1709 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1710 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
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; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1721 arrow->level = op->level; 1668 arrow->level = op->level;
1722 } 1669 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1724 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1675 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1676
1728 arrow->map = m; 1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1683
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1686
1736 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1688 move_arrow (arrow);
1738 1689
1739 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1742 else 1694 else
1743 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1744 } 1696 }
1697
1745 return 1; 1698 return 1;
1746} 1699}
1747 1700
1748/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1702 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1706 * hence the function name.
1754 */ 1707 */
1708int
1755int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1756{ 1710{
1757 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1758 1712
1759 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1714 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 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); 1716 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1720 wcmod = -1;
1721
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1723 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 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)]); 1727 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)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1735 }
1777 } else { 1736 else
1737 {
1778 /* Simple case */ 1738 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1740 }
1741
1781 return ret; 1742 return ret;
1782} 1743}
1783
1784 1744
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1787 */ 1747 */
1748void
1788void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1789{ 1750{
1790 object *item; 1751 object *item = op->contr->ranged_ob;
1791 1752
1792 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1756 return;
1795 } 1757 }
1796 1758
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1759 if (!item->inv)
1760 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1762 return;
1801 } 1763 }
1802 if (item->type == WAND) { 1764
1803 if(item->stats.food<=0) { 1765 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; 1766 return;
1807 } 1767
1768 if (item->type == WAND)
1769 {
1770 if (item->stats.food <= 0)
1771 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1775 return;
1776 }
1777 }
1808 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1811 if (item->type== ROD) 1784 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1785 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)); 1786 else
1814 else 1787 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, 1788
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1789 return;
1818 } 1790 }
1819 } 1791 }
1820 1792
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1824 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1825 object *tmp; 1799 {
1826 if (item->arch) { 1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1829 item->speed = 0; 1806 item->set_speed (0);
1830 update_ob_speed(item); 1807 }
1831 } 1808
1832 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1811 }
1835 } 1812 }
1836 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1814 drain_rod_charge (item);
1838 }
1839 } 1815 }
1840} 1816}
1841 1817
1842/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1843 */ 1819 */
1820bool
1844void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1845 int spellcost=0; 1823 int spellcost = 0;
1846 1824
1847 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1849 1828
1850 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1830
1854 case range_bow: 1831 if (pl->golem)
1855 player_fire_bow(op, dir); 1832 {
1856 return; 1833 control_golem (op->contr->golem, dir);
1857 1834 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1835 }
1873 else 1836
1874 control_golem(op->contr->ranges[range_golem], dir); 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1875 return; 1840 return false;
1876 1841
1877 case range_skill: 1842 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1843 return false;
1885 case range_builder: 1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1853 player_fire_bow (op, dir);
1854 break;
1855
1856 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1858 break;
1859
1860 case BUILDER:
1886 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1887 return; 1862 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1894 1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1871 }
1872
1873 return true;
1874}
1895 1875
1896/* find_key 1876/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1877 * 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 1878 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1881 * pl is the player,
1902 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1905 */ 1885 */
1906 1886object *
1907object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1908{ 1888{
1909 object *tmp,*key; 1889 object *tmp, *key;
1910 1890
1911 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1913 1894
1914 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1917 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1919 */ 1902 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1904 break;
1922 } 1905 }
1906
1923 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1908 /* 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 1909 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1910 * a key, return
1927 */ 1911 */
1928 if (!tmp) { 1912 if (!tmp)
1913 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1930 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1918 {
1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1921 }
1922 }
1923
1924 if (!tmp)
1925 return NULL;
1933 } 1926 }
1934 } 1927
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1928 /* 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 1929 * see if we actually want to use it
1939 */ 1930 */
1940 if (pl!=container) { 1931 if (pl != container)
1932 {
1941 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1943 /* cases where this fails: 1936 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1938 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1947 * containers can be used. 1940 * containers can be used.
1948 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1952 * 1945 *
1953 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1954 * all the others. 1947 * all the others.
1955 */ 1948 */
1956 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1952 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1954 "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; 1955 return NULL;
1965 } 1956 }
1966 } 1957 }
1958
1967 return tmp; 1959 return tmp;
1968} 1960}
1969 1961
1970/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1973 * 0 otherwise 1965 * 0 otherwise
1974 */ 1966 */
1967static int
1975static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1976{ 1969{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1981 */ 1973 */
1982 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1983 1975
1984 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1985 if (key) { 1977 if (key)
1978 {
1986 object *container=key->env; 1979 object *container = key->env;
1987 1980
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1982
1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op);
1988
1991 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1996 "You open the door with the %s", query_short_name(key)); 1993 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 ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1995 }
1996
1999 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2002 if (container != op) 2000 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2004 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
2005 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
2006 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2009 return 1;
2009 } 2010 }
2011
2010 return 0; 2012 return 0;
2011} 2013}
2012 2014
2013/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2018 */ 2020 */
2019 2021bool
2020void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2021{ 2023{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2024 int on_battleground;
2025 mapstruct *m;
2026 2025
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2031 2028
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2033 2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039
2034 /* If braced, or can't move to the square, and it is not out of the 2040 /* 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 2041 * 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2047 * move_ob uses.
2042 */ 2048 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2049 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2050
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* 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. 2052 * 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 2053 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2054 * on the space
2060 */ 2055 */
2061 while (tmp!=NULL) { 2056 object *mon;
2062 if (tmp == op) { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2058 {
2064 continue; 2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2065 } 2064 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2067 return false; /* into a wall */
2077 2068
2078 if(mon->head != NULL)
2079 mon = mon->head; 2069 mon = mon->head_ ();
2080 2070
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2076 return true;
2077 }
2083 2078
2084 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2084 * and thus will not push them.
2090 */ 2085 */
2091 2086
2092 /* If the creature is a pet, push it even if the player is not 2087 /* 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 2088 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2095 */ 2090 */
2096 if ((op->type==PLAYER) 2091 if (op->type == PLAYER
2097#if COZY_SERVER 2092 && ((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)) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2094 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2096 {
2109 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2098 if (op->contr->braced)
2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2106 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2120 * attack them either.
2121 */ 2121 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2124 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2131 )) { 2133 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2135 push_ob (mon, dir, op);
2135 } else { 2136 }
2137 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142
2143 return true;
2144 }
2137 } 2145 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2146 /* 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. 2147 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2148 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2152 {
2153 --op->speed_left;
2154
2145 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2147 } 2157 make_visible (op);
2148 2158
2159 return true;
2160 }
2161 }
2149 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2167 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2170 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 {
2173 --op->contr->weapon_sp_left;
2159 2174
2160 /* If the player hasn't hit something this tick, and does 2175 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2176
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2177 if (action_makes_visible (op))
2178 make_visible (op);
2179
2180 return true;
2181 }
2169 } 2182 }
2170 2183
2171 skill_attack(mon, op, 0, NULL, NULL); 2184 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2185}
2189 2186
2187bool
2190int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2191 int pick; 2190 int pick;
2192 object *transport = op->contr->transport;
2193 2191
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2192 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; 2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9))
2197 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205
2206 op->facing = dir;
2207
2208 if (op->hide)
2209 do_hidden_move (op);
2210
2211 bool retval;
2212
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on)
2216 retval = fire (op, dir);
2217 else
2218 {
2219 retval = move_player_attack (op, dir);
2220 pick = check_pick (op);
2221 }
2222
2223 /* Add special check for newcs players and fire on - this way, the
2224 * server can handle repeat firing.
2225 */
2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 op->direction = dir;
2228 else
2229 op->direction = 0;
2230
2231 /* Update how the player looks. Use the facing, so direction may
2232 * get reset to zero. This allows for full animation capabilities
2233 * for players.
2234 */
2235 animate_object (op, op->facing);
2236
2237 return retval;
2256} 2238}
2257 2239
2258/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2241 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2243 * the new speed values for commands.
2262 * 2244 *
2263 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2264 */ 2248 */
2249bool
2265int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2266{ 2251{
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)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2257 flee_player (op);
2291 2258
2292 /* I've been seeing crashes where the golem has been destroyed, but 2259 return true;
2293 * the player object still points to the defunct golem. The code that 2260 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2261 else
2295 * put this in a a workaround to clean up the golem pointer. 2262 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2263 }
2303 2264
2304 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2267 * called, so we recheck it here.
2307 */ 2268 */
2308 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2270 return true;
2310 2271
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2274
2321 else return 0; 2275 return false;
2322 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2282 return 0;
2324}
2325 2283
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) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2289
2337 query_name(tmp));
2338 if (op->contr) 2290 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2292
2341 free_object(tmp); 2293 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2343 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2345 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2346 op->stats.food = 999; 2300 op->stats.food = 999;
2347 fix_player(op); 2301
2302 op->update_stats ();
2348 return 1; 2303 return 1;
2349 } 2304 }
2305
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2309 return 0;
2354} 2310}
2355 2311
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2312/* 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 2313 * 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 2314 * function will descend into containers. op is the object to start the search
2359 * from. 2315 * from.
2360 */ 2316 */
2317void
2361void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2362{ 2319{
2363 object *next;
2364
2365 while (op) { 2320 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2321 {
2367 * we remove object 'op' 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2323
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2325 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2327 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 2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336}
2382 2337
2383/* 2338/*
2384 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2389 */ 2344 */
2345char *
2390char *gravestone_text (object *op) 2346gravestone_text (object *op)
2391{ 2347{
2392 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2350 time_t now = time (NULL);
2395 2351
2396 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2355 else
2400 sprintf (buf, "%s\n", op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2359 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2362 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2366 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2371 strcat (buf2, buf);
2413 } 2372 }
2373
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2417 return buf2; 2378 return buf2;
2418} 2379}
2419 2380
2420 2381void
2421
2422void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2423 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2426 int i; 2387 int i;
2427 int rate_hp = 1200; 2388 int rate_hp = 1200;
2428 int rate_sp = 2500; 2389 int rate_sp = 2500;
2429 int rate_grace = 2000; 2390 int rate_grace = 2000;
2430 const int max_hp = 1; 2391 const int max_hp = 1;
2431 const int max_sp = 1; 2392 const int max_sp = 1;
2432 const int max_grace = 1; 2393 const int max_grace = 1;
2433 2394
2434 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2436 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2439 } 2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2440 2413
2441 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2442 2415 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2417 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) 2418 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2420 else
2421 {
2422 gen_hp = op->stats.maxhp;
2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2424 }
2425
2426 if (op->contr->gen_sp >= 0)
2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else
2429 {
2430 gen_sp = op->stats.maxsp;
2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2432 }
2433
2434 if (op->contr->gen_grace >= 0)
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else
2437 {
2438 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483
2484 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494 if (over_grace > 0)
2495 {
2496 op->stats.sp += over_grace
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498 op->last_grace = 0;
2499 }
2500 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 /* wearing stuff doesn't detract from grace generation. */
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2517 op->stats.hp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2546 }
2547
2548 /* Digestion */
2549 if (--op->last_eat < 0)
2550 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2552
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2555 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2561 /* dms do not consume food */ 2558 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2560 op->stats.food--;
2564 } 2561 }
2565 2562
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2564 {
2565 object *tmp, *flesh = 0;
2568 2566
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2576 break;
2576 } 2577 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2579 flesh = tmp;
2579 } /* end of for loop */ 2580 } /* End if paid for object */
2581 } /* end of for loop */
2582
2580 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2584 * eat flesh instead.
2582 */ 2585 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2586 } 2590 }
2587 } /* end if player is starving */ 2591 }
2588 2592
2589 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2591 2595
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2597 kill_player (op);
2598 }
2594} 2599}
2595
2596
2597 2600
2598/* If the player should die (lack of hp, food, etc), we call this. 2601/* 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 2602 * 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 2603 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2604 * file.
2602 */ 2605 */
2606void
2603void kill_player(object *op) 2607kill_player (object *op)
2604{ 2608{
2605 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2606 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2608 int z; 2615 /* int z;
2609 int num_stats_lose; 2616 int num_stats_lose;
2610 int lost_a_stat; 2617 int lost_a_stat;
2611 int lose_this_stat; 2618 int lose_this_stat;
2612 int this_stat; 2619 int this_stat; */
2613 int will_kill_again; 2620 int will_kill_again;
2614 archetype *at; 2621 archetype *at;
2615 object *tmp; 2622 object *tmp;
2616 2623
2617 if(save_life(op)) 2624 if (save_life (op))
2618 return; 2625 return;
2619 2626
2620 2627
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2628 /* 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. 2629 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2631 */
2625 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2627 "You have been defeated in combat!"); 2634 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, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2636
2630
2631 /* restore player */ 2637 /* restore player */
2632 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2640 {
2635 remove_ob(tmp); 2641 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2643 }
2639 2644
2640 at = find_archetype("confusion"); 2645 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2647 {
2643 remove_ob(tmp); 2648 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2650 }
2647 2651
2648 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2651 2655 op->stats.food = 999;
2656
2652 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2659 {
2656 sprintf(buf,"%s's finger",op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2661 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2665 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2666 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2667 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2668 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 2669 }
2670
2669 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2673 op->contr->braced = 0;
2672 return; 2674 return;
2673 } 2675 }
2674 2676
2675 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2676 2678
2677 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2678 2680
2679 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2682 {
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); 2683 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2688 } 2685 }
2689 else { 2686 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); 2687 sprintf (buf, "%s died.", &op->name);
2697 } 2688
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2690
2700 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2702 2695
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2697 * 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. 2698 * See the config.h file for a little more in depth detail about this.
2708 */ 2699 */
2709 2700
2710 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2703 * of death.
2713 */ 2704 */
2714#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2716 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2710 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2713 little bit harder. */
2722 /* GD */ 2714 /* GD */
2723 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2716 num_stats_lose = 1;
2725 else 2717 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2719 }
2720 else
2728 num_stats_lose = 1; 2721 num_stats_lose = 1;
2729 } 2722
2730 lost_a_stat = 0; 2723 lost_a_stat = 0;
2731 2724
2732 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2733 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2734 2728
2735 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2736 /* Pick a random stat and take a point off it. Tell the player 2731 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2732 * what he lost.
2738 */ 2733 */
2739 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2739 lost_a_stat = 1;
2745 } else { 2740 }
2741 else
2742 {
2746 /* deplete a stat */ 2743 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2749 2749 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2751 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 2752 }
2783 if (lose_this_stat) { 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
2755 {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2759 if (this_stat < 0)
2760 {
2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763
2764 /* Yes, I am paranoid. Sue me. */
2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2771 lose_this_stat = 0;
2772 /* Take loss chance vs keep chance to see if we
2773 retain the stat. */
2774 }
2775 else
2776 {
2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
2782 }
2783 }
2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2789 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2790 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2791 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2792 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2793 * difference.
2790 */ 2794 */
2791 if (this_stat>=-50) { 2795 if (this_stat >= -50)
2796 {
2792 change_attr_value(&(dep->stats), i, -1); 2797 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2798 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2800 op->update_stats ();
2796 lost_a_stat = 1; 2801 lost_a_stat = 1;
2797 } 2802 }
2798 } 2803 }
2804 }
2799 } 2805 }
2800 }
2801 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2807 if (!lost_a_stat)
2803 { 2808 {
2804 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2810 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2811 const char *god = determine_god (op);
2812
2807 if (god && (strcmp(god, "none"))) 2813 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2814 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" 2815 else
2810 " you.", god); 2816 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 } 2817 }
2818#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2820#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 2821
2819 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2823 * exp loss on the stone.
2821 */ 2824 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2827 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2829 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2830 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" 2831 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; 2832 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2834
2836 /**************************************/ 2835 /**************************************/
2837 /* */ 2836 /* */
2838 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2841 /* */ 2840 /* */
2842 /**************************************/ 2841 /**************************************/
2843 2842
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2844 /* restore player */
2846 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp) { 2848 if (tmp)
2849 remove_ob(tmp); 2849 {
2850 free_object(tmp); 2850 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2852 }
2853 2853
2854 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2856 if (tmp)
2857 remove_ob(tmp); 2857 {
2858 free_object(tmp); 2858 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2860 }
2861
2861 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2862 2863
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2871
2870 /* 2872 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2873 * 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 2874 * and put them back in the map.
2873 * in the map. 2875 */
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); 2876 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2877
2884 /****************************************/ 2878 /****************************************/
2885 /* */ 2879 /* */
2886 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2888 /* */ 2882 /* */
2889 /****************************************/ 2883 /****************************************/
2890 2884
2891 enter_player_savebed(op); 2885 enter_player_savebed (op);
2892 2886
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2887 op->contr->braced = 0;
2897 save_player(op,1);
2898 2888
2899 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2892 * on the space that might harm the player.
2903 */ 2893 */
2904 will_kill_again=0; 2894 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2908 } 2898
2909 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2910 object *force; 2901 object *force;
2911 int at; 2902 int at;
2912 2903
2913 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2906 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2911 force->resist[at] = 100;
2921 } 2912
2922 insert_ob_in_ob(force, op); 2913 insert_ob_in_ob (force, op);
2923 fix_player(op); 2914 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2915
2916 }
2917
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2918 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} 2919}
2999 2920
3000 2921void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2922loot_object (object *op)
2923{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2924 object *tmp, *tmp2, *next;
3003 2925
3004 if (op->container) { /* close open sack first */ 2926 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2927
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
3009 next=tmp->below; 2930 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2931
3011 remove_ob(tmp); 2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2936 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2937
3014 loot_object(tmp); 2938 if (tmp->type == CONTAINER)
3015 } 2939 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2940
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 {
3018 if(tmp->nrof>1) { 2943 if (tmp->nrof > 1)
2944 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2946 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 }
2949 else
2950 tmp->destroy ();
2951 }
3022 } else 2952 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2954 }
3027} 2955}
3028 2956
3029/* 2957/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2960 * was changed.
3033 */ 2961 */
3034 2962void
3035void fix_weight(void) { 2963fix_weight (void)
3036 player *pl; 2964{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
3039 if(old == sum) 2969 if (old == sum)
3040 continue; 2970 continue;
3041 fix_player(pl->ob); 2971 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2973 }
3045} 2974}
3046 2975
2976void
3047void fix_luck(void) { 2977fix_luck (void)
3048 player *pl; 2978{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3052} 2982}
3053
3054 2983
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3058 */ 2987 */
3059
3060void 2988void
3061cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3062{ 2990{
3063 object *skop, *spob; 2991 object *skop, *spob;
3064 2992
3065 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3066 2994
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2997 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2998 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2999 return;
3073 } 3000 }
3074 3001
3075 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3076 3003
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3004 // 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 3005 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3007 if (!spob)
3081 { 3008 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3009 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; 3010 return;
3085 } 3011 }
3086 3012
3087 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3015
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3017
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3019}
3096 3020
3021void
3097void make_visible (object *op) { 3022make_visible (object *op)
3023{
3098 op->hide = 0; 3024 op->hide = 0;
3099 op->invisible = 0; 3025 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) 3026 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3027 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3028 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3029 op->contr->invis_race = 0;
3030 }
3031
3032 update_object (op, UP_OBJ_CHANGE);
3033}
3034
3035int
3036is_true_undead (object *op)
3037{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3040
3116 return 0; 3041 return 0;
3117} 3042}
3118 3043
3119/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3046 * indicate greater hideability.
3122 */ 3047 */
3123 3048
3049int
3124int hideability(object *ob) { 3050hideability (object *ob)
3051{
3125 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3126 sint16 x,y; 3053 sint16 x, y;
3127 3054
3128 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3129 3057
3130 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3132 3060
3133 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3062 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3137 3066
3138 /* scan through all nearby squares for terrain to hide in */ 3067 /* 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]) { 3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3076 level += 2;
3144 else /* open terrain! */ 3077 else /* open terrain! */
3145 level -= 1; 3078 level -= 1;
3146 } 3079 }
3147 3080
3148#if 0 3081#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3083#endif
3151 return level; 3084 return level;
3152} 3085}
3153 3086
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3091 */
3159 3092void
3160void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3096 object *skop;
3163 3097
3164 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3165 3100
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3102
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3108 make_visible (op);
3173 return; 3109 return;
3174 } else num += 20;
3175 } 3110 }
3111 else
3112 num += 20;
3113
3176 num += op->map->difficulty; 3114 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3116 num -= hide;
3117
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3180 make_visible(op); 3120 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3121 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3123 }
3184 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3126}
3188 3127
3189/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3190 3129
3130int
3191int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3192 object *tmp=NULL; 3133 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3135 maptile *m;
3195 sint16 x,y; 3136 sint16 x, y;
3196 3137
3197 if(!who) return 0; 3138 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; 3139 return 0;
3140
3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3146
3147 /* search adjacent squares */
3148 for (i = 1; i < 9; i++)
3149 {
3150 x = who->x + freearr_x[i];
3151 y = who->y + freearr_y[i];
3152 m = who->map;
3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3154 /* space must be blocked if there is a monster. If not
3155 * blocked, don't need to check this space.
3156 */
3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue;
3161
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165 return 1;
3166 else if (tmp->type == PLAYER)
3167 {
3168 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1;
3171 }
3172 }
3173 }
3174 return 0;
3227} 3175}
3228 3176
3229/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3179 * 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. 3186 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3187 * -b.t.
3240 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3241 */ 3189 */
3242 3190
3191int
3243int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3244 rv_vector rv; 3194 rv_vector rv;
3245 int dx,dy; 3195 int dx, dy;
3246 3196
3247 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 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; 3200 return -1;
3274 op = op->more;
3275 } 3201 }
3202
3203 if (!pl || !op)
3276 return 0; 3204 return 0;
3205
3206 op = op->head_ ();
3207
3208 get_rangevector (pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while (op)
3217 {
3218 dx = rv.distance_x + op->arch->clone.x;
3219 dy = rv.distance_y + op->arch->clone.y;
3220
3221 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1;
3229 op = op->more;
3230 }
3231 return 0;
3277} 3232}
3278 3233
3279/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3238 * return 0.
3284 */ 3239 */
3240int
3285int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3286 3243
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3247 return 0;
3290 3248
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3292 3251
3293 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3256 return 1;
3297 } 3257 }
3298 } 3258 }
3299 return 0; 3259 return 0;
3300} 3260}
3301 3261
3302/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3265 * -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 3266 * 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 3267 * 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 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3269 */
3270int
3310int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3311 object *tmp; 3273 object *tmp;
3312 3274
3313 /* A battleground-tile needs the following attributes to be valid: 3275 /* 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), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3326 object *invtmp; 3291 object *invtmp;
3292
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3299 return 1;
3300 }
3301 }
3302 }
3330 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3305 return 1;
3333 } 3306 }
3334 } 3307 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3308 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3343 return 0; 3310 return 0;
3344} 3311}
3345 3312
3346/* 3313/*
3350 * attributes: 3317 * attributes:
3351 * object *who the dragon player 3318 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3353 * int level ability level 3320 * int level ability level
3354 */ 3321 */
3322void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3330 int i = 0, j = 0;
3362 3331
3363 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3372 3341
3373 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3374 return; 3343 return;
3375 3344
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3346
3378 3347 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3348 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3350 return;
3382 } 3351 }
3383 3352
3384 /* everything seems okay - now bring on the gift: */ 3353 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3354 item = &(tr->item->clone);
3386 3355
3387 if (item->type == SPELL) { 3356 if (item->type == SPELL)
3357 {
3388 if (check_spell_known (who, item->name)) 3358 if (check_spell_known (who, item->name))
3389 return; 3359 return;
3390 3360
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3361 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); 3362 do_learn_spell (who, item, 0);
3393 return; 3363 return;
3394 } 3364 }
3395 3365
3396 /* grant direct spell */ 3366 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3367 if (item->type == SPELLBOOK)
3368 {
3398 if (!item->inv) { 3369 if (!item->inv)
3370 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3372 return;
3402 } 3373 }
3403 if (check_spell_known (who, item->inv->name)) 3374 if (check_spell_known (who, item->inv->name))
3404 return; 3375 return;
3405 if (item->invisible) { 3376 if (item->invisible)
3377 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3378 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); 3379 do_learn_spell (who, item->inv, 0);
3408 return; 3380 return;
3409 } 3381 }
3410 } 3382 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3385 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386 {
3413 3387
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* 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 3389 * 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, 3390 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3418 */ 3392 */
3419 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3420 /* Give new attacktype */ 3395 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3422 3397
3423 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3425 3400
3426 if (item->msg != NULL) 3401 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3403
3429 /* Give player new face */ 3404 /* Give player new face */
3430 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3431 who->face = skop->face; 3407 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3410 who->last_anim = 0;
3435 who->state = 0; 3411 who->state = 0;
3436 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3437 } 3413 }
3414 }
3415 }
3438 } 3416 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3442 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3420 object *skin;
3421
3444 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3425 ;
3448 3426
3427 if (!skin)
3428 return;
3429
3449 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3434
3453 /* print message */ 3435 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3438 {
3457 if (j) 3439 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3440 {
3459 else 3441 if (j)
3460 j = 1; 3442 strcat (buf, " and ");
3443 else
3444 j = 1;
3461 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3462 } 3446 }
3463 } 3447 }
3464 strcat(buf,"."); 3448 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3450 }
3467 3451
3468 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3459
3476 /* print message if there is one */ 3460 /* print message if there is one */
3477 if (item->msg != NULL) 3461 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3479 } 3465 {
3480 else {
3481 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3487 } 3472 }
3488} 3473}
3489 3474
3490/** 3475/**
3491 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3477 * not readied.
3493 */ 3478 */
3479void
3494void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3496 3484
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3487
3500 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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