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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 1.155 by root, Sat Jul 21 15:04:36 2007 UTC

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

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