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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 1.150 by root, Sun Jun 10 03:11:17 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 (this);
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->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->object::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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
235 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 337 * we deal with that below this point.
237 */ 338 */
238 p->party=NULL; 339 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 342
244#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 344
246#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
247 365 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
249 368 }
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} 369}
301 370
302 371player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 372{
306 strcpy(op->contr->maplevel, first_map_path); 373 /* Clear item stack */
307 op->x = -1; 374 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 375}
311 376
312/* Tries to add player on the connection passwd in ns. 377/* 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 378 * All we can really get in this is some settings like host and display
314 * mode. 379 * mode.
315 */ 380 */
381player *
382player::create ()
383{
384 player *pl = new player;
316 385
317int add_player(NewSocket *ns) { 386 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 387
320 p=get_player(NULL); 388 pl->ob->roll_stats ();
321 p->socket = *ns; 389 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 390 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 391
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); 392 set_first_map (pl->ob);
332 393
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; 394 return pl;
340} 395}
341 396
342/* 397/*
343 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
346 */ 401 */
402archetype *
347archetype *get_player_archetype(archetype* at) 403get_player_archetype (archetype *at)
348{ 404{
349 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
350 for (;;) { 407 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 408 {
362} 409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
363 413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
364 418
419object *
365object *get_nearest_player(object *mon) { 420get_nearest_player (object *mon)
421{
366 object *op = NULL; 422 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 423 objectlink *ol;
369 unsigned lastdist; 424 unsigned lastdist;
370 rv_vector rv; 425 rv_vector rv;
371 426
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 {
373 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
377 */ 433 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
379 object *tmp=ol->ob; 436 object *tmp = ol->ob;
380 437
381 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 439 * itself will have been cleared.
383 */ 440 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
385 ol = ol->next; 443 ol = ol->next;
386 remove_friendly_object(tmp); 444 remove_friendly_object (tmp);
387 if (!ol) return op; 445 if (!ol)
388 } 446 return op;
447 }
389 448
390 /* Remove special check for player from this. First, it looks to cause 449 /* 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 450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 451 * 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 452 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 453 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 454 * on_same_map check, as can_detect_enemy also does this
396 */ 455 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 456 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 457 continue;
399 458
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) { 459 if (lastdist > rv.distance)
409 op=pl->ob; 460 {
461 op = ol->ob;
410 lastdist=rv.distance; 462 lastdist = rv.distance;
463 }
411 } 464 }
412 } 465
413 } 466 for_all_players (pl)
467 if (can_detect_enemy (mon, pl->ob, &rv))
468 if (lastdist > rv.distance)
469 {
470 op = pl->ob;
471 lastdist = rv.distance;
472 }
473
414#if 0 474#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 476#endif
417 return op; 477 return op;
418} 478}
419 479
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 480/* 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 481 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 482 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 496 * 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 497 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 498 * is probably not a good thing.
439 */ 499 */
440#define MAX_SPACES 50 500#define MAX_SPACES 50
441
442 501
443/* 502/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * 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 504 * 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 505 * 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. 518 * 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, 519 * 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 520 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 521 * is blocking itself.
463 */ 522 */
523int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 524path_to_player (object *mon, object *pl, unsigned mindiff)
525{
465 rv_vector rv; 526 rv_vector rv;
466 sint16 x,y; 527 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 529 maptile *m, *lastmap;
469 530
470 get_rangevector(mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
471 532
472 if (rv.distance<mindiff) return 0; 533 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; 534 return 0;
725}
726 535
727void confirm_password(object *op) { 536 x = mon->x;
537 y = mon->y;
538 m = mon->map;
539 dir = rv.direction;
540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 542
729 op->contr->write_buf[0]='\0'; 543 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 544 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 545 return 0;
732}
733 546
547 while (diff > 1 && max > 0)
548 {
549 lastx = x;
550 lasty = y;
551 lastmap = m;
552 x = lastx + freearr_x[dir];
553 y = lasty + freearr_y[dir];
554
555 mflags = get_map_flags (m, &m, x, y, &x, &y);
556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
557
558 /* Space is blocked - try changing direction a little */
559 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
560 && (m == mon->map && blocked_link (mon, m, x, y))))
561 {
562 /* recalculate direction from last good location. Possible
563 * we were not traversing ideal location before.
564 */
565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
566 if (rv.direction != dir)
567 {
568 /* OK - says direction should be different - lets reset the
569 * the values so it will try again.
570 */
571 x = lastx;
572 y = lasty;
573 m = lastmap;
574 dir = firstdir = rv.direction;
575 }
576 else
577 {
578 /* direct path is blocked - try taking a side step to
579 * either the left or right.
580 * Note increase the values in the loop below to be
581 * more than -1/1 respectively will mean the monster takes
582 * bigger detour. Have to be careful about these values getting
583 * too big (3 or maybe 4 or higher) as the monster may just try
584 * stepping back and forth
585 */
586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 {
588 if (i == 0)
589 continue; /* already did this, so skip it */
590 /* Use lastdir here - otherwise,
591 * since the direction that the creature should move in
592 * may change, you could get infinite loops.
593 * ie, player is northwest, but monster can only
594 * move west, so it does that. It goes some distance,
595 * gets blocked, finds that it should move north,
596 * can't do that, but now finds it can move east, and
597 * gets back to its original point. lastdir contains
598 * the last direction the creature has successfully
599 * moved.
600 */
601
602 x = lastx + freearr_x[absdir (lastdir + i)];
603 y = lasty + freearr_y[absdir (lastdir + i)];
604 m = lastmap;
605 mflags = get_map_flags (m, &m, x, y, &x, &y);
606 if (mflags & P_OUT_OF_MAP)
607 continue;
608 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
609 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610 continue;
611 if (mflags & P_BLOCKSVIEW)
612 continue;
613
614 if (m == mon->map && blocked_link (mon, m, x, y))
615 break;
616 }
617 /* go through entire loop without finding a valid
618 * sidestep to take - thus, no valid path.
619 */
620 if (i == (DETOUR_AMOUNT + 1))
621 return 0;
622 diff--;
623 lastdir = dir;
624 max--;
625 if (!firstdir)
626 firstdir = dir + i;
627 } /* else check alternate directions */
628 } /* if blocked */
629 else
630 {
631 /* we moved towards creature, so diff is less */
632 diff--;
633 max--;
634 lastdir = dir;
635 if (!firstdir)
636 firstdir = dir;
637 }
638
639 if (diff <= 1)
640 {
641 /* Recalculate diff (distance) because we may not have actually
642 * headed toward player for entire distance.
643 */
644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
646 }
647
648 if (diff > max)
649 return 0;
650 }
651
652 /* If we reached the max, didn't find a direction in time */
653 if (!max)
654 return 0;
655
656 return firstdir;
657}
658
659void
660give_initial_items (object *pl, treasurelist * items)
661{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666
667 for (op = pl->inv; op; op = next)
668 {
669 next = op->below;
670
671 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way
673 */
674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
675 SET_FLAG (op, FLAG_APPLIED);
676
677 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions
679 */
680 if (pl->type == PLAYER)
681 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
683 (op->type == ARMOUR || op->type == BOOTS ||
684 op->type == CLOAK || op->type == HELMET ||
685 op->type == SHIELD || op->type == GLOVES ||
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 {
688 op->destroy ();
689 continue;
690 }
691 }
692
693 /* This really needs to be better - we should really give
694 * a substitute spellbook. The problem is that we don't really
695 * have a good idea what to replace it with (need something like
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */
699 if (op->type == SPELLBOOK || op->type == SKILL)
700 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 {
709 op->destroy ();
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
711 continue;
712 }
713
714 if (op->nrof > 1)
715 op->nrof = 1;
716 }
717
718 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722
723 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be
725 * merged properly.
726 */
727 if (need_identify (op))
728 {
729 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED);
732 }
733 if (op->type == SPELL)
734 {
735 op->destroy ();
736 continue;
737 }
738 else if (op->type == SKILL)
739 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0;
742 op->level = 1;
743 }
744 /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */
748
749 /* Need to set up the skill pointers */
750 link_player_skills (pl);
751}
752
753void
734void get_party_password(object *op, partylist *party) { 754get_party_password (object *op, partylist *party)
755{
735 if (party == NULL) { 756 if (party == NULL)
757 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 759 return;
738 } 760 }
761
739 op->contr->write_buf[0]='\0'; 762 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 766}
744
745 767
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int
747int roll_stat(void) { 770roll_stat (void)
771{
748 int a[4],i,j,k; 772 int a[4], i, j, k;
749 773
750 for(i=0;i<4;i++) 774 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 775 a[i] = (int) rndm (6) + 1;
752 776
753 for(i=0,j=0,k=7;i<4;i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 778 if (a[i] < k)
755 k=a[i],j=i; 779 k = a[i], j = i;
756 780
757 for(i=0,k=0;i<4;i++) { 781 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 782 if (i != j)
759 k+=a[i]; 783 k += a[i];
760 } 784
761 return k; 785 return k;
762} 786}
763 787
764void roll_stats(object *op) { 788void
789object::roll_stats ()
790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
765 int sum=0; 795 int sum = 0;
766 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
768 798
769 do { 799 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 800 break;
771 op->stats.Dex=roll_stat(); 801 }
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);
781 802
782 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 804 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;
790 805
791 /* a quick and dirty bubblesort? */ 806 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]; 807 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];
810 808
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; 809 stats.exp = 0;
822 op->stats.ac=0; 810 stats.ac = 0;
823 811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
824 op->contr->levhp[1] = 9; 818 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 819 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 820 contr->levgrace[1] = 3;
827 821
828 fix_player(op); 822 contr->orig_stats = stats;
823 }
824}
825
826void
827object::swap_stats (int a, int b)
828{
829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
830
831 for (int i = 0; i < NUM_STATS; ++i)
832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
829 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
832 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
833} 854}
834 855
835void Roll_Again(object *op) 856static void
857start_info (object *op)
836{ 858{
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]; 859 char buf[MAX_BUF];
845 860
846 if ( op->contr->Swap_First == -1 ) { 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
954 866
955/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
959 * not the class. 871 * not the class.
960 */ 872 */
961 873void
962int key_change_class(object *op, char key) 874player::chargen_race_done ()
963{ 875{
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 */ 876 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
978 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
980 885
981 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
982 887
983 if (op->msg) { 888 if (ob->msg)
984 free_string(op->msg); 889 ob->msg = 0;
985 op->msg=NULL;
986 }
987 890
988 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
989 * to save here. 892 * 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 */ 893 */
1030 894 {
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]; 895 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); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1102 next = mp->next; 898 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 899
1104 delete_map(mp); 900 start_info (ob);
1105 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1106 902 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1108 } 911 {
1109 play_again(op); 912 object *tmp;
1110 return 1; 913 char mapname[MAX_BUF];
1111}
1112 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1113void flee_player(object *op) { 966flee_player (object *op)
967{
1114 int dir,diff; 968 int dir, diff;
1115 rv_vector rv; 969 rv_vector rv;
1116 970
1117 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 975 return;
1121 } 976 }
1122 977
1123 if(op->enemy==NULL) { 978 if (op->enemy == NULL)
979 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 980 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 982 return;
1127 } 983 }
1128 984
1129 /* Seen some crashes here. Since we don't store an 985 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 986 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 987 * actual enemy, and the object is recycled.
1132 */ 988 */
1133 if (op->enemy->map == NULL) { 989 if (op->enemy->map == NULL)
990 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 992 op->enemy = NULL;
1136 return; 993 return;
1137 } 994 }
1138 995
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
1140 op->enemy=NULL; 998 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1000 return;
1143 } 1001 }
1002
1144 get_rangevector(op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1145 1004
1146 dir=absdir(4+rv.direction); 1005 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1006 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 } 1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return;
1012 }
1013
1154 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1016 op->enemy = NULL;
1157} 1017}
1158
1159 1018
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* 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 1020 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1021 * stop.
1163 */ 1022 */
1023int
1164int check_pick(object *op) { 1024check_pick (object *op)
1025{
1165 object *tmp, *next; 1026 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1027 int stop = 0;
1168 int j, k, wvratio; 1028 int wvratio;
1169 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1170
1171 1030
1172 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1174 return 1; 1033 return 1;
1175 1034
1176 op_tag = op->count;
1177
1178 next = op->below; 1035 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1036
1182 /* loop while there are items on the floor that are not marked as 1037 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1038 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1185 { 1040 {
1186 tmp = next; 1041 tmp = next;
1187 next = tmp->below; 1042 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1043
1191 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1192 return 0; 1045 return 0;
1193 1046
1194 if ( ! can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1195 continue; 1048 continue;
1196 1049
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1051 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1052 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1053 pick_up (op, tmp);
1201 continue; 1054 continue;
1202 } 1055 }
1203 1056
1204 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1206 switch (op->contr->mode) { 1060 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1061 {
1208 case 1: pick_up (op, tmp); 1062 case 0:
1209 return 1; 1063 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1064 case 1:
1211 return 0; 1065 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1066 return 1;
1213 case 4: pick_up (op, tmp); 1067 case 2:
1214 break; 1068 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1069 return 0;
1216 stop = 1; 1070 case 3:
1217 break; 1071 return 0; /* stop before pickup */
1218 case 6: 1072 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1073 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1074 break;
1221 pick_up(op, tmp); 1075 case 5:
1222 break; 1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1223 1083
1224 case 7: 1084 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1085 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1086 pick_up (op, tmp);
1227 break; 1087 break;
1228 1088
1229 default: 1089 default:
1230 /* use value density */ 1090 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1093 pick_up (op, tmp);
1234 >= op->contr->mode) 1094 }
1235 pick_up(op,tmp); 1095 }
1236 } 1096 else
1237 } 1097 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1099 if (op->contr->mode & PU_DEBUG)
1241 { 1100 {
1242 /* some debugging code to figure out item information */ 1101 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1102 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1104 &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)))); 1105 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1108
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1252 1111
1253 sprintf(putstring,"...flags: "); 1112 /* philosophy:
1254 for(k=0;k<4;k++) 1113 * It's easy to grab an item type from a pile, as long as it's
1255 { 1114 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1115 * and selections, select-items should be used. This is a
1257 { 1116 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1117 * example.
1259 { 1118 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1119 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1120 * convert to decimal and then 'pickup <#>
1262 } 1121 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue;
1148
1149 /* ignore known cursed objects */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1151 continue;
1152
1153 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD)
1157 {
1158 pick_up (op, tmp);
1159 continue;
1160 }
1161
1162 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 {
1216 if (tmp->type == MONEY || tmp->type == GEM)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1267#if 0 1348#if 0
1268 /* print the flags too */ 1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1350 if (tmp->name != NULL)
1270 { 1351 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1352 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1353 }
1273 { 1354 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1357 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 1358#endif
1359 continue;
1360 }
1361 }
1362 } /* the new pickup model */
1280 } 1363 }
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 1364
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; 1365 return !stop;
1444} 1366}
1445 1367
1446/* 1368/*
1447 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1370 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1371 * found object is returned.
1450 */ 1372 */
1373object *
1451object *find_arrow(object *op, const char *type) 1374find_arrow (object *op, const char *type)
1452{ 1375{
1453 object *tmp = NULL; 1376 object *tmp = 0;
1454 1377
1455 for(op=op->inv; op; op=op->below) 1378 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1379 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); 1380 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1381 else if (op->type == ARROW && op->race == type)
1460 return op; 1382 return op;
1383
1461 return tmp; 1384 return tmp;
1462} 1385}
1463 1386
1464/* 1387/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * 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 1389 * 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 1390 * 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. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1392 */
1470 1393object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1395{
1473 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1475 1398
1476 if (!type) 1399 if (!type)
1477 return NULL; 1400 return NULL;
1478 1401
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1403 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1405 {
1406 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1407 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1408 if (i > betterby)
1485 tmp = ntmp; 1409 {
1486 betterby = i; 1410 tmp = ntmp;
1487 } 1411 betterby = i;
1412 }
1413 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1489 /* allways prefer assasination/slaying */ 1416 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1418 {
1492 if (arrow->attacktype & AT_DEATH) { 1419 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1420 {
1494 return arrow; 1421 *better = 100;
1495 } else { 1422 return arrow;
1496 tmp = arrow; 1423 }
1424 else
1425 {
1426 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1428 }
1499 } else { 1429 }
1430 else
1431 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433 {
1501 attacktype = 1<<attacknum; 1434 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1437 {
1438 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1440 }
1507 } 1441 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1443 {
1444 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1445 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1446 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1448 {
1449 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1450 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1451 }
1452 }
1453 }
1516 } 1454 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1455 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1456 return find_arrow (op, type);
1521 1457
1522 *better = betterby; 1458 *better = betterby;
1523 return tmp; 1459 return tmp;
1524} 1460}
1525 1461
1526/* looks in a given direction, finds the first valid target, and calls 1462/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1464 * op = the shooter
1529 * type = bow->race 1465 * type = bow->race
1530 * dir = fire direction 1466 * dir = fire direction
1531 */ 1467 */
1532 1468object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1534{ 1470{
1535 object *tmp = NULL; 1471 object *tmp = NULL;
1536 mapstruct *m; 1472 maptile *m;
1537 int i, mflags, found, number; 1473 int i, mflags, found, number;
1538 sint16 x, y; 1474 sint16 x, y;
1539 1475
1540 if (op->map == NULL) 1476 if (op->map == NULL)
1541 return find_arrow(op, type); 1477 return find_arrow (op, type);
1542 1478
1543 /* do a dex check */ 1479 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1480 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))) 1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1482 return find_arrow (op, type);
1547 1483
1548 m = op->map; 1484 m = op->map;
1549 x = op->x; 1485 x = op->x;
1550 y = op->y; 1486 y = op->y;
1551 1487
1552 /* find the first target */ 1488 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1554 x += freearr_x[dir]; 1491 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1492 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1558 tmp = NULL; 1496 tmp = NULL;
1559 break; 1497 break;
1498 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1502 * perhaps a bad assumption.
1563 */ 1503 */
1564 tmp = NULL; 1504 tmp = NULL;
1565 break; 1505 break;
1566 } 1506 }
1567 if (mflags & P_IS_ALIVE) { 1507 if (mflags & P_IS_ALIVE)
1508 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1510 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1511 {
1571 break; 1512 found++;
1572 } 1513 break;
1514 }
1573 if (found) 1515 if (found)
1574 break; 1516 break;
1575 } 1517 }
1576 } 1518 }
1577 if (tmp == NULL) 1519 if (tmp == NULL)
1578 return find_arrow(op, type); 1520 return find_arrow (op, type);
1579 1521
1580 if (tmp->head) 1522 if (tmp->head)
1581 tmp = tmp->head; 1523 tmp = tmp->head;
1582 1524
1583 return find_better_arrow(op, tmp, type, &i); 1525 return find_better_arrow (op, tmp, type, &i);
1584} 1526}
1585 1527
1586/* 1528/*
1587 * Creature fires a bow - op can be monster or player. Returns 1529 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1530 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1533 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1534 * 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 1535 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1536 * player fire modes.
1595 */ 1537 */
1538int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1540{
1599 object *left, *bow; 1541 object *left, *bow;
1600 tag_t left_tag, tag; 1542 int mflags;
1601 int bowspeed, mflags; 1543 maptile *m;
1602 mapstruct *m;
1603 1544
1604 if (!dir) { 1545 if (!dir)
1546 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1607 } 1554 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* 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. 1557 * don't need to switch back and forth between bows and weapons.
1614 */ 1558 */
1615 if(bow->type==BOW) 1559 if (bow->type == BOW)
1616 break; 1560 break;
1617 1561
1618 if (!bow) { 1562 if (!bow)
1563 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1565 return 0;
1621 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1622 } 1575 }
1576
1623 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1580 return 0;
1626 } 1581 }
1627 1582
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) { 1583 if (arrow == NULL)
1584 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1638 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 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 */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1590 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1644 return 0; 1593 return 0;
1645 } 1594 }
1646 } 1595 }
1596
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1598 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1599 return 0;
1650 } 1600
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1604 return 0;
1654 } 1605 }
1655 1606
1656 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1608 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1609 {
1610 arrow->destroy ();
1611 return 0;
1612 }
1662 1613
1663 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1616 if (!arrow)
1617 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1619 return 0;
1669 return 0;
1670 } 1620 }
1671 set_owner(arrow, op); 1621
1672 if (arrow->skill) free_string(arrow->skill); 1622 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1623 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1624 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1625
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 */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1629
1688 if (arrow->slaying != NULL) 1630 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1690 1632
1691 /* Note that this was different for monsters - they got their level 1633#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1634 if (player *pl = op->contr)
1693 */
1694 1635 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1699 /* update the speed */ 1650 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 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]) + 1652 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1653
1705 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1709 1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1710 if (op->type == PLAYER) { 1659 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 {
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; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1662 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1721 arrow->level = op->level; 1671 arrow->level = op->level;
1722 } 1672 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1724 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1678 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1679
1728 arrow->map = m; 1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1686
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1689
1736 if (!was_destroyed(arrow, tag)) 1690 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1691 move_arrow (arrow);
1738 1692
1739 if (op->type == PLAYER) { 1693 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1694 {
1695 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1742 else 1697 else
1743 esrv_send_item(op, left); 1698 esrv_send_item (op, left);
1744 } 1699 }
1700
1745 return 1; 1701 return 1;
1746} 1702}
1747 1703
1748/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1705 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1706 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1707 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1708 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1709 * hence the function name.
1754 */ 1710 */
1711int
1755int player_fire_bow(object *op, int dir) 1712player_fire_bow (object *op, int dir)
1756{ 1713{
1757 int ret=0, wcmod=0; 1714 int ret = 0, wcmod = 0;
1758 1715
1759 if (op->contr->bowtype == bow_bestarrow) { 1716 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1717 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1718 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); 1719 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1723 wcmod = -1;
1724
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1726 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1729 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)]); 1730 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)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 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); 1736 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); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1738 }
1777 } else { 1739 else
1740 {
1778 /* Simple case */ 1741 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1743 }
1744
1781 return ret; 1745 return ret;
1782} 1746}
1783
1784 1747
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1787 */ 1750 */
1751void
1788void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1789{ 1753{
1790 object *item; 1754 object *item = op->contr->ranged_ob;
1791 1755
1792 if (!op->contr->ranges[range_misc]) { 1756 if (!item)
1757 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1759 return;
1795 } 1760 }
1796 1761
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1762 if (!item->inv)
1763 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1765 return;
1801 } 1766 }
1802 if (item->type == WAND) { 1767
1803 if(item->stats.food<=0) { 1768 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; 1769 return;
1807 } 1770
1771 if (item->type == WAND)
1772 {
1773 if (item->stats.food <= 0)
1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1778 return;
1779 }
1780 }
1808 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1811 if (item->type== ROD) 1787 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1788 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)); 1789 else
1814 else 1790 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, 1791
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1792 return;
1818 } 1793 }
1819 } 1794 }
1820 1795
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1824 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1825 object *tmp; 1802 {
1826 if (item->arch) { 1803 object *tmp;
1804
1805 if (item->arch)
1806 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1829 item->speed = 0; 1809 item->set_speed (0);
1830 update_ob_speed(item); 1810 }
1831 } 1811
1832 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1814 }
1835 } 1815 }
1836 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1817 drain_rod_charge (item);
1838 }
1839 } 1818 }
1840} 1819}
1841 1820
1842/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1843 */ 1822 */
1823bool
1844void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1845 int spellcost=0; 1826 int spellcost = 0;
1846 1827
1847 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1849 1831
1850 switch(op->contr->shoottype) { 1832 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1833
1854 case range_bow: 1834 if (pl->golem)
1855 player_fire_bow(op, dir); 1835 {
1856 return; 1836 control_golem (op->contr->golem, dir);
1857 1837 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 } 1838 }
1873 else 1839
1874 control_golem(op->contr->ranges[range_golem], dir); 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1875 return; 1843 return false;
1876 1844
1877 case range_skill: 1845 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; 1846 return false;
1885 case range_builder: 1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1856 player_fire_bow (op, dir);
1857 break;
1858
1859 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861 break;
1862
1863 case BUILDER:
1886 apply_map_builder( op, dir ); 1864 apply_map_builder (op, dir);
1887 return; 1865 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1894 1870
1871 default:
1872 fire_misc_object (op, dir);
1873 break;
1874 }
1875
1876 return true;
1877}
1895 1878
1896/* find_key 1879/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1880 * 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 1881 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1884 * pl is the player,
1902 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1905 */ 1888 */
1906 1889object *
1907object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1908{ 1891{
1909 object *tmp,*key; 1892 object *tmp, *key;
1910 1893
1911 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1913 1897
1914 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1917 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1919 */ 1905 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1907 break;
1922 } 1908 }
1909
1923 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1913 * a key, return
1927 */ 1914 */
1928 if (!tmp) { 1915 if (!tmp)
1916 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1930 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1921 {
1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1924 }
1925 }
1926
1927 if (!tmp)
1928 return NULL;
1933 } 1929 }
1934 } 1930
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1931 /* 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 1932 * see if we actually want to use it
1939 */ 1933 */
1940 if (pl!=container) { 1934 if (pl != container)
1935 {
1941 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1943 /* cases where this fails: 1939 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1941 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1947 * containers can be used. 1943 * containers can be used.
1948 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1952 * 1948 *
1953 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1954 * all the others. 1950 * all the others.
1955 */ 1951 */
1956 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1955 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1957 "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; 1958 return NULL;
1965 } 1959 }
1966 } 1960 }
1961
1967 return tmp; 1962 return tmp;
1968} 1963}
1969 1964
1970/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1973 * 0 otherwise 1968 * 0 otherwise
1974 */ 1969 */
1970static int
1975static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1976{ 1972{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1981 */ 1976 */
1982 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1983 1978
1984 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1985 if (key) { 1980 if (key)
1981 {
1986 object *container=key->env; 1982 object *container = key->env;
1987 1983
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1991 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1996 "You open the door with the %s", query_short_name(key)); 1996 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 ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1998 }
1999
1999 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2002 if (container != op) 2003 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2004 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
2005 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
2006 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2012 return 1;
2009 } 2013 }
2014
2010 return 0; 2015 return 0;
2011} 2016}
2012 2017
2013/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2018 */ 2023 */
2019 2024bool
2020void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2021{ 2026{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2027 int on_battleground;
2025 mapstruct *m;
2026 2028
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2031 2031
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033 2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042
2034 /* If braced, or can't move to the square, and it is not out of the 2043 /* 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2050 * move_ob uses.
2042 */ 2051 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2052 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 2053
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2057 * on the space
2060 */ 2058 */
2061 while (tmp!=NULL) { 2059 object *mon;
2062 if (tmp == op) { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2061 {
2064 continue; 2062 if ((mon->flag [FLAG_ALIVE]
2063 || mon->type == LOCKED_DOOR
2064 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op)
2066 break;
2065 } 2067 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068
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 */ 2069 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2070 return false; /* into a wall */
2077 2071
2078 if(mon->head != NULL)
2079 mon = mon->head; 2072 mon = mon->head_ ();
2080 2073
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2079 return true;
2080 }
2083 2081
2084 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2087 * and thus will not push them.
2090 */ 2088 */
2091 2089
2092 /* If the creature is a pet, push it even if the player is not 2090 /* 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 2091 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2095 */ 2093 */
2096 if ((op->type==PLAYER) 2094 if (op->type == PLAYER
2097#if COZY_SERVER 2095 && ((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)) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2097 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2099 {
2109 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2101 if (op->contr->braced)
2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2109 push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2110
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return true;
2115 }
2116 else
2117 return false;
2118 }
2119
2117 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2123 * attack them either.
2121 */ 2124 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2127 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2132 {
2133 --op->speed_left;
2134
2135 if (!op->contr->braced)
2131 )) { 2136 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2138 push_ob (mon, dir, op);
2135 } else { 2139 }
2140 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145
2146 return true;
2147 }
2137 } 2148 }
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 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2151 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2155 {
2156 --op->speed_left;
2157
2145 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2147 } 2160 make_visible (op);
2148 2161
2162 return true;
2163 }
2164 }
2149 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2170 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2173 {
2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 {
2176 --op->contr->weapon_sp_left;
2159 2177
2160 /* If the player hasn't hit something this tick, and does 2178 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 2179
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 if (action_makes_visible (op))
2181 make_visible (op);
2182
2183 return true;
2184 }
2169 } 2185 }
2170 2186
2171 skill_attack(mon, op, 0, NULL, NULL); 2187 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} 2188}
2189 2189
2190bool
2190int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2191 int pick; 2193 int pick;
2192 object *transport = op->contr->transport;
2193 2194
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2195 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; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 bool retval;
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on)
2219 retval = fire (op, dir);
2220 else
2221 {
2222 retval = move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239
2240 return retval;
2256} 2241}
2257 2242
2258/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2244 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2246 * the new speed values for commands.
2262 * 2247 *
2263 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2264 */ 2251 */
2252bool
2265int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2266{ 2254{
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)) { 2255 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 } 2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2260 flee_player (op);
2291 2261
2292 /* I've been seeing crashes where the golem has been destroyed, but 2262 return true;
2293 * the player object still points to the defunct golem. The code that 2263 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2264 else
2295 * put this in a a workaround to clean up the golem pointer. 2265 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 } 2266 }
2303 2267
2304 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2270 * called, so we recheck it here.
2307 */ 2271 */
2308 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2273 return true;
2310 2274
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 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); 2276 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2277
2321 else return 0; 2278 return false;
2322 } 2279}
2280
2281int
2282save_life (object *op)
2283{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2285 return 0;
2324}
2325 2286
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) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2292
2337 query_name(tmp));
2338 if (op->contr) 2293 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2295
2341 free_object(tmp); 2296 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2343 if(op->stats.hp<0) 2299 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2345 if(op->stats.food<0) 2302 if (op->stats.food < 0)
2346 op->stats.food = 999; 2303 op->stats.food = 999;
2347 fix_player(op); 2304
2305 op->update_stats ();
2348 return 1; 2306 return 1;
2349 } 2307 }
2308
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2312 return 0;
2354} 2313}
2355 2314
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2315/* 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 2316 * 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 2317 * function will descend into containers. op is the object to start the search
2359 * from. 2318 * from.
2360 */ 2319 */
2320void
2361void remove_unpaid_objects(object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2362{ 2322{
2363 object *next;
2364
2365 while (op) { 2323 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2324 {
2367 * we remove object 'op' 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2326
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2328 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2330 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 2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339}
2382 2340
2383/* 2341/*
2384 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2345 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2346 * but there isn't one in the server directory.
2389 */ 2347 */
2348char *
2390char *gravestone_text (object *op) 2349gravestone_text (object *op)
2391{ 2350{
2392 static char buf2[MAX_BUF]; 2351 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2352 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2353 time_t now = time (NULL);
2395 2354
2396 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2358 else
2400 sprintf (buf, "%s\n", op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2362 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2365 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2369 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2370 if (op->type == PLAYER)
2371 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2374 strcat (buf2, buf);
2413 } 2375 }
2376
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2417 return buf2; 2381 return buf2;
2418} 2382}
2419 2383
2420 2384void
2421
2422void do_some_living(object *op) { 2385do_some_living (object *op)
2386{
2423 int last_food=op->stats.food; 2387 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2388 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2389 int over_hp, over_sp, over_grace;
2426 int i; 2390 int i;
2427 int rate_hp = 1200; 2391 int rate_hp = 1200;
2428 int rate_sp = 2500; 2392 int rate_sp = 2500;
2429 int rate_grace = 2000; 2393 int rate_grace = 2000;
2430 const int max_hp = 1; 2394 const int max_hp = 1;
2431 const int max_sp = 1; 2395 const int max_sp = 1;
2432 const int max_grace = 1; 2396 const int max_grace = 1;
2433 2397
2434 if (op->contr->outputs_sync) { 2398 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 {
2436 if (op->contr->outputs[i].buf!=NULL && 2400 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2439 } 2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2440 2416
2441 if(op->contr->state==ST_PLAYING) { 2417 if (op->contr->ns->state == ST_PLAYING)
2442 2418 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2420 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) 2421 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2423 else
2424 {
2425 gen_hp = op->stats.maxhp;
2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2427 }
2428
2429 if (op->contr->gen_sp >= 0)
2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2431 else
2432 {
2433 gen_sp = op->stats.maxsp;
2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2435 }
2436
2437 if (op->contr->gen_grace >= 0)
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else
2440 {
2441 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486
2487 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0)
2490 {
2491 if (op->stats.grace < op->stats.maxgrace / 2)
2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2494 if (max_grace > 1)
2495 {
2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2497 if (over_grace > 0)
2498 {
2499 op->stats.sp += over_grace
2500 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2501 op->last_grace = 0;
2502 }
2503 else
2504 {
2505 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506 }
2507 }
2508 else
2509 {
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 }
2512 /* wearing stuff doesn't detract from grace generation. */
2513 }
2514
2515 /* Regenerate Hit Points */
2516 if (--op->last_heal < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 {
2524 op->stats.food--;
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 }
2549 }
2550
2551 /* Digestion */
2552 if (--op->last_eat < 0)
2553 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2558 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2561 /* dms do not consume food */ 2561 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2563 op->stats.food--;
2564 } 2564 }
2565 2565
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2567 {
2568 object *tmp, *flesh = 0;
2568 2569
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2577 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2579 break;
2576 } 2580 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2581 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2582 flesh = tmp;
2579 } /* end of for loop */ 2583 } /* End if paid for object */
2584 } /* end of for loop */
2585
2580 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2587 * eat flesh instead.
2582 */ 2588 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2592 manual_apply (op, flesh, 0);
2586 } 2593 }
2587 } /* end if player is starving */ 2594 }
2588 2595
2589 while(op->stats.food<0&&op->stats.hp>0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2591 2598
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2600 kill_player (op);
2601 }
2594} 2602}
2595
2596
2597 2603
2598/* If the player should die (lack of hp, food, etc), we call this. 2604/* 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 2605 * 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 2606 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2607 * file.
2602 */ 2608 */
2609void
2603void kill_player(object *op) 2610kill_player (object *op)
2604{ 2611{
2605 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2606 int x,y,i; 2613 int x, y;
2614
2615 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2617
2608 int z; 2618 /* int z;
2609 int num_stats_lose; 2619 int num_stats_lose;
2610 int lost_a_stat; 2620 int lost_a_stat;
2611 int lose_this_stat; 2621 int lose_this_stat;
2612 int this_stat; 2622 int this_stat; */
2613 int will_kill_again; 2623 int will_kill_again;
2614 archetype *at; 2624 archetype *at;
2615 object *tmp; 2625 object *tmp;
2616 2626
2617 if(save_life(op)) 2627 if (save_life (op))
2618 return; 2628 return;
2619 2629
2620 2630
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2631 /* 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. 2632 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2633 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2634 */
2625 if (op_on_battleground(op, &x, &y)) { 2635 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2636 {
2627 "You have been defeated in combat!"); 2637 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, 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2639
2630
2631 /* restore player */ 2640 /* restore player */
2632 at = find_archetype("poisoning"); 2641 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2643 {
2635 remove_ob(tmp); 2644 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2646 }
2639 2647
2640 at = find_archetype("confusion"); 2648 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2650 {
2643 remove_ob(tmp); 2651 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2653 }
2647 2654
2648 cure_disease(op,0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2657 if (op->stats.food <= 0)
2651 2658 op->stats.food = 999;
2659
2652 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2662 {
2656 sprintf(buf,"%s's finger",op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2664 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2668 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2669 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2671 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 2672 }
2673
2669 /* teleport defeated player to new destination*/ 2674 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2676 op->contr->braced = 0;
2672 return; 2677 return;
2673 } 2678 }
2674 2679
2675 INVOKE_PLAYER (DEATH, op->contr); 2680 INVOKE_PLAYER (DEATH, op->contr);
2676 2681
2677 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2678 2683
2679 if(op->stats.food<0) { 2684 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2685 {
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); 2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2687 strcpy (op->contr->killer, "starvation");
2688 } 2688 }
2689 else { 2689 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); 2690 sprintf (buf, "%s died.", &op->name);
2697 } 2691
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2693
2700 /* save the map location for corpse, gravestone*/ 2694 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2702 2698
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2700 * 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. 2701 * See the config.h file for a little more in depth detail about this.
2708 */ 2702 */
2709 2703
2710 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2706 * of death.
2713 */ 2707 */
2714#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2709 if (settings.balanced_stat_loss)
2710 {
2716 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2713 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2716 little bit harder. */
2722 /* GD */ 2717 /* GD */
2723 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2719 num_stats_lose = 1;
2725 else 2720 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2722 }
2723 else
2728 num_stats_lose = 1; 2724 num_stats_lose = 1;
2729 } 2725
2730 lost_a_stat = 0; 2726 lost_a_stat = 0;
2731 2727
2732 for (z=0; z<num_stats_lose; z++) { 2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2733 i = RANDOM() % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
2734 2731
2735 if (settings.stat_loss_on_death) { 2732 if (settings.stat_loss_on_death)
2733 {
2736 /* Pick a random stat and take a point off it. Tell the player 2734 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2735 * what he lost.
2738 */ 2736 */
2739 change_attr_value(&(op->stats), i,-1); 2737 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2738 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2740 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2742 lost_a_stat = 1;
2745 } else { 2743 }
2744 else
2745 {
2746 /* deplete a stat */ 2746 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2749 2752 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2753 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2754 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 2755 }
2783 if (lose_this_stat) { 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
2758 {
2759 /* GD */
2760 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2761 this_stat = get_attr_value (&(dep->stats), i);
2762 if (this_stat < 0)
2763 {
2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2765 int keep_chance = this_stat * this_stat;
2766
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 }
2778 else
2779 {
2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
2785 }
2786 }
2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2792 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2793 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2794 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2795 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2796 * difference.
2790 */ 2797 */
2791 if (this_stat>=-50) { 2798 if (this_stat >= -50)
2799 {
2792 change_attr_value(&(dep->stats), i, -1); 2800 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2801 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2803 op->update_stats ();
2796 lost_a_stat = 1; 2804 lost_a_stat = 1;
2797 } 2805 }
2798 } 2806 }
2807 }
2799 } 2808 }
2800 }
2801 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2810 if (!lost_a_stat)
2803 { 2811 {
2804 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2813 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2814 const char *god = determine_god (op);
2815
2807 if (god && (strcmp(god, "none"))) 2816 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2817 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" 2818 else
2810 " you.", god); 2819 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 } 2820 }
2821#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2823#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 2824
2819 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2826 * exp loss on the stone.
2821 */ 2827 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2830 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2832 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2833 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" 2834 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; 2835 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2837
2836 /**************************************/ 2838 /**************************************/
2837 /* */ 2839 /* */
2838 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
2841 /* */ 2843 /* */
2842 /**************************************/ 2844 /**************************************/
2843 2845
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2846 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2847 /* restore player */
2846 at = find_archetype("poisoning"); 2848 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2849 tmp = present_arch_in_ob (at, op);
2850
2848 if (tmp) { 2851 if (tmp)
2849 remove_ob(tmp); 2852 {
2850 free_object(tmp); 2853 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2855 }
2853 2856
2854 at = find_archetype("confusion"); 2857 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2858 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2859 if (tmp)
2857 remove_ob(tmp); 2860 {
2858 free_object(tmp); 2861 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2863 }
2864
2861 cure_disease(op,0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
2862 2866
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2868 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2874
2870 /* 2875 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2876 * 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 2877 * and put them back in the map.
2873 * in the map. 2878 */
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); 2879 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2880
2884 /****************************************/ 2881 /****************************************/
2885 /* */ 2882 /* */
2886 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2888 /* */ 2885 /* */
2889 /****************************************/ 2886 /****************************************/
2890 2887
2891 enter_player_savebed(op); 2888 enter_player_savebed (op);
2892 2889
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2890 op->contr->braced = 0;
2897 save_player(op,1);
2898 2891
2899 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2895 * on the space that might harm the player.
2903 */ 2896 */
2904 will_kill_again=0; 2897 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
2908 } 2901
2909 if (will_kill_again) { 2902 if (will_kill_again)
2903 {
2910 object *force; 2904 object *force;
2911 int at; 2905 int at;
2912 2906
2913 force=get_archetype(FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2909 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2910 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2912 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2914 force->resist[at] = 100;
2921 } 2915
2922 insert_ob_in_ob(force, op); 2916 insert_ob_in_ob (force, op);
2923 fix_player(op); 2917 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2918
2919 }
2920
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2921 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} 2922}
2999 2923
3000 2924void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2925loot_object (object *op)
2926{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2927 object *tmp, *tmp2, *next;
3003 2928
3004 if (op->container) { /* close open sack first */ 2929 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2930
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2931 for (tmp = op->inv; tmp; tmp = next)
2932 {
3009 next=tmp->below; 2933 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2934
3011 remove_ob(tmp); 2935 if (tmp->invisible)
2936 continue;
2937
2938 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2939 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2940
3014 loot_object(tmp); 2941 if (tmp->type == CONTAINER)
3015 } 2942 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2943
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 {
3018 if(tmp->nrof>1) { 2946 if (tmp->nrof > 1)
2947 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2949 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 }
2952 else
2953 tmp->destroy ();
2954 }
3022 } else 2955 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2957 }
3027} 2958}
3028 2959
3029/* 2960/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2963 * was changed.
3033 */ 2964 */
3034 2965void
3035void fix_weight(void) { 2966fix_weight (void)
3036 player *pl; 2967{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2968 for_all_players (pl)
2969 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
3039 if(old == sum) 2972 if (old == sum)
3040 continue; 2973 continue;
3041 fix_player(pl->ob); 2974 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2976 }
3045} 2977}
3046 2978
2979void
3047void fix_luck(void) { 2980fix_luck (void)
3048 player *pl; 2981{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2982 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2984 pl->ob->change_luck (0);
3052} 2985}
3053
3054 2986
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3058 */ 2990 */
3059
3060void 2991void
3061cast_dust (object * op, object * throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3062{ 2993{
3063 object *skop, *spob; 2994 object *skop, *spob;
3064 2995
3065 skop = find_skill_by_name (op, throw_ob->skill); 2996 skop = find_skill_by_name (op, throw_ob->skill);
3066 2997
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2998 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3000 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3001 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3002 return;
3073 } 3003 }
3074 3004
3075 spob = throw_ob->inv; 3005 spob = throw_ob->inv;
3076 3006
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3007 // 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 3008 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3009 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3010 if (!spob)
3081 { 3011 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3012 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; 3013 return;
3085 } 3014 }
3086 3015
3087 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3018
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3020
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3022}
3096 3023
3024void
3097void make_visible (object *op) { 3025make_visible (object *op)
3026{
3098 op->hide = 0; 3027 op->hide = 0;
3099 op->invisible = 0; 3028 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) 3029 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3030 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3031 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3032 op->contr->invis_race = 0;
3033 }
3034
3035 update_object (op, UP_OBJ_CHANGE);
3036}
3037
3038int
3039is_true_undead (object *op)
3040{
3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 return 1;
3043
3116 return 0; 3044 return 0;
3117} 3045}
3118 3046
3119/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3049 * indicate greater hideability.
3122 */ 3050 */
3123 3051
3052int
3124int hideability(object *ob) { 3053hideability (object *ob)
3054{
3125 int i,level=0, mflag; 3055 int i, level = 0, mflag;
3126 sint16 x,y; 3056 sint16 x, y;
3127 3057
3128 if(!ob||!ob->map) return 0; 3058 if (!ob || !ob->map)
3059 return 0;
3129 3060
3130 /* so, on normal lighted maps, its hard to hide */ 3061 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3062 level = ob->map->darkness - 2;
3132 3063
3133 /* this also picks up whether the object is glowing. 3064 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3065 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3066 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3137 3069
3138 /* scan through all nearby squares for terrain to hide in */ 3070 /* 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]) { 3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3079 level += 2;
3144 else /* open terrain! */ 3080 else /* open terrain! */
3145 level -= 1; 3081 level -= 1;
3146 } 3082 }
3147 3083
3148#if 0 3084#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3086#endif
3151 return level; 3087 return level;
3152} 3088}
3153 3089
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3094 */
3159 3095void
3160void do_hidden_move (object *op) { 3096do_hidden_move (object *op)
3097{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3099 object *skop;
3163 3100
3164 if(!op || !op->map) return; 3101 if (!op || !op->map)
3102 return;
3165 3103
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3105
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3107 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3108 if (!skop || num >= skop->level)
3109 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3111 make_visible (op);
3173 return; 3112 return;
3174 } else num += 20;
3175 } 3113 }
3114 else
3115 num += 20;
3116
3176 num += op->map->difficulty; 3117 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3119 num -= hide;
3120
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 {
3180 make_visible(op); 3123 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3124 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3126 }
3184 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3129}
3188 3130
3189/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3190 3132
3133int
3191int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3192 object *tmp=NULL; 3136 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3138 maptile *m;
3195 sint16 x,y; 3139 sint16 x, y;
3196 3140
3197 if(!who) return 0; 3141 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; 3142 return 0;
3143
3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149
3150 /* search adjacent squares */
3151 for (i = 1; i < 9; i++)
3152 {
3153 x = who->x + freearr_x[i];
3154 y = who->y + freearr_y[i];
3155 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space.
3159 */
3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue;
3164
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1;
3174 }
3175 }
3176 }
3177 return 0;
3227} 3178}
3228 3179
3229/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3182 * 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. 3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3190 * -b.t.
3240 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3241 */ 3192 */
3242 3193
3194int
3243int player_can_view (object *pl,object *op) { 3195player_can_view (object *pl, object *op)
3196{
3244 rv_vector rv; 3197 rv_vector rv;
3245 int dx,dy; 3198 int dx, dy;
3246 3199
3247 if(pl->type!=PLAYER) { 3200 if (pl->type != PLAYER)
3201 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 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; 3203 return -1;
3274 op = op->more;
3275 } 3204 }
3205
3206 if (!pl || !op)
3276 return 0; 3207 return 0;
3208
3209 op = op->head_ ();
3210
3211 get_rangevector (pl, op, &rv, 0x1);
3212
3213 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any
3215 * part that is in the los array but isnt on
3216 * a blocked los square.
3217 * we use the archetype to figure out offsets.
3218 */
3219 while (op)
3220 {
3221 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y;
3223
3224 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1;
3232 op = op->more;
3233 }
3234 return 0;
3277} 3235}
3278 3236
3279/* routine for both players and monsters. We call this when 3237/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3238 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3239 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3240 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3241 * return 0.
3284 */ 3242 */
3243int
3285int action_makes_visible (object *op) { 3244action_makes_visible (object *op)
3245{
3286 3246
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3250 return 0;
3290 3251
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3292 3254
3293 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3259 return 1;
3297 } 3260 }
3298 } 3261 }
3299 return 0; 3262 return 0;
3300} 3263}
3301 3264
3302/* op_on_battleground - checks if the given object op (usually 3265/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3266 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3268 * -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 3269 * 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 3270 * 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 3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3272 */
3273int
3310int op_on_battleground (object *op, int *x, int *y) { 3274op_on_battleground (object *op, int *x, int *y)
3275{
3311 object *tmp; 3276 object *tmp;
3312 3277
3313 /* A battleground-tile needs the following attributes to be valid: 3278 /* 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), 3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3281 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3282 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3283 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3290 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3291 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3326 object *invtmp; 3294 object *invtmp;
3295
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3297 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1;
3303 }
3304 }
3305 }
3330 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3308 return 1;
3333 } 3309 }
3334 } 3310 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3311 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3343 return 0; 3313 return 0;
3344} 3314}
3345 3315
3346/* 3316/*
3350 * attributes: 3320 * attributes:
3351 * object *who the dragon player 3321 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3322 * int atnr the attack-number of the ability focus
3353 * int level ability level 3323 * int level ability level
3354 */ 3324 */
3325void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3326dragon_ability_gain (object *who, int atnr, int level)
3327{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3328 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3329 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3330 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3331 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3333 int i = 0, j = 0;
3362 3334
3363 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3372 3344
3373 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3374 return; 3346 return;
3375 3347
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3349
3378 3350 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3351 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3353 return;
3382 } 3354 }
3383 3355
3384 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3357 item = tr->item;
3386 3358
3387 if (item->type == SPELL) { 3359 if (item->type == SPELL)
3360 {
3388 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3389 return; 3362 return;
3390 3363
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3364 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); 3365 do_learn_spell (who, item, 0);
3393 return; 3366 return;
3394 } 3367 }
3395 3368
3396 /* grant direct spell */ 3369 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3370 if (item->type == SPELLBOOK)
3371 {
3398 if (!item->inv) { 3372 if (!item->inv)
3373 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3374 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3375 return;
3402 } 3376 }
3403 if (check_spell_known (who, item->inv->name)) 3377 if (check_spell_known (who, item->inv->name))
3404 return; 3378 return;
3405 if (item->invisible) { 3379 if (item->invisible)
3380 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3381 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); 3382 do_learn_spell (who, item->inv, 0);
3408 return; 3383 return;
3409 } 3384 }
3410 } 3385 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3388 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3389 {
3413 3390
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3391 /* 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 3392 * 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, 3393 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3394 * but not all of them, he gets nothing.
3418 */ 3395 */
3419 if (!(skop->attacktype & item->attacktype)) { 3396 if (!(skop->attacktype & item->attacktype))
3397 {
3420 /* Give new attacktype */ 3398 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3399 skop->attacktype |= item->attacktype;
3422 3400
3423 /* always add physical if there's none */ 3401 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3402 skop->attacktype |= AT_PHYSICAL;
3425 3403
3426 if (item->msg != NULL) 3404 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3406
3429 /* Give player new face */ 3407 /* Give player new face */
3430 if (item->animation_id) { 3408 if (item->animation_id)
3409 {
3431 who->face = skop->face; 3410 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3411 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3412 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3413 who->last_anim = 0;
3435 who->state = 0; 3414 who->state = 0;
3436 animate_object(who, who->direction); 3415 animate_object (who, who->direction);
3437 } 3416 }
3417 }
3418 }
3438 } 3419 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3420 else if (item->type == FORCE)
3421 {
3442 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3423 object *skin;
3424
3444 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3428 ;
3448 3429
3430 if (!skin)
3431 return;
3432
3449 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3437
3453 /* print message */ 3438 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3439 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3441 {
3457 if (j) 3442 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3443 {
3459 else 3444 if (j)
3460 j = 1; 3445 strcat (buf, " and ");
3446 else
3447 j = 1;
3461 strcat(buf, spellpathnames[i]); 3448 strcat (buf, spellpathnames[i]);
3462 } 3449 }
3463 } 3450 }
3464 strcat(buf,"."); 3451 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3453 }
3467 3454
3468 /* evtl. adding flags: */ 3455 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3457 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3459 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3462
3476 /* print message if there is one */ 3463 /* print message if there is one */
3477 if (item->msg != NULL) 3464 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 }
3467 else
3479 } 3468 {
3480 else {
3481 /* generate misc. treasure */ 3469 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3470 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3471 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); 3472 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3473 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3474 esrv_send_item (who, tmp);
3487 } 3475 }
3488} 3476}
3489 3477
3490/** 3478/**
3491 * Unready an object for a player. This function does nothing if the object was 3479 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3480 * not readied.
3493 */ 3481 */
3482void
3494void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3496 3487
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3490
3500 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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